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<title>slang.git/tools/gfx/metal/metal-shader-object.cpp, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<updated>2025-04-03T22:52:06+00:00</updated>
<entry>
<title>Implement parameter block to slang-gfx for Metal backend (#6577)</title>
<updated>2025-04-03T22:52:06+00:00</updated>
<author>
<name>kaizhangNV</name>
<email>149626564+kaizhangNV@users.noreply.github.com</email>
</author>
<published>2025-04-03T22:52:06+00:00</published>
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<id>urn:sha1:ac0dc491e1d39dc469b8879dc839b1ac2e76e33d</id>
<content type='text'>
* implement parameterblock for metal

Metal uses argument buffer to pass parameter buffer to pipeline, in this
change, we implement a simple way to copy the data to argument buffer.

In argument buffer tier2 rule, all the fields in parameter block will be
flatten to ordinary data, therefore
 - we keep the m_data as in ShaderObjectImpl a CPU buffer to track on the data set in.
 - For resource types, they will be represeted as device pointer or resource id in argument
   buffer, we will just set their address or id at corresponsing offset in the CPU buffer
   every time when 'setResource' or 'setSampler' is called.
 - When binding the pipeline, we just simply copy the CPU argument buffer to GPU argument buffer.
 - The only special case is nested parameter block. Because nested parameter block is represented
   as a device pointer which will be another argument buffer, we will just recursively call
  `_ensureArgumentBufferUpToDate` to get sub-object's argument buffer, and fill the GPU address of
  those 'sub'-argument buffer to the root argument buffer at correct offset.

* Inform command encoder to hazard track the bindless resources

Since for all the resources within argument buffer are bindless, Metal
won't automatically hazard track those resources, we will have to call
'useResources' to inform Metal to hazard track those resources,
otherwise we will have to call wait fence after each command submission.

* nullptr check

* address comment</content>
</entry>
<entry>
<title>Fix metal issue (#6361)</title>
<updated>2025-02-14T18:05:41+00:00</updated>
<author>
<name>kaizhangNV</name>
<email>149626564+kaizhangNV@users.noreply.github.com</email>
</author>
<published>2025-02-14T18:05:41+00:00</published>
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<id>urn:sha1:a70113c425cbd5bba2e83e04e521fb594143cb9e</id>
<content type='text'>
* Fix metal issue

- implement waitForFences for metal backend
- fix a bug that it misses clear the entryPoints when initializing
  RootShaderObject

* format

---------

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
<entry>
<title>Move switch statement bodies to their own lines (#5493)</title>
<updated>2024-11-05T17:47:26+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2024-11-05T17:47:26+00:00</published>
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<id>urn:sha1:b118451e301d734e3e783b3acdf871f3f6ea851c</id>
<content type='text'>
* Move switch statement bodies to their own lines

* format

---------

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
<entry>
<title>format</title>
<updated>2024-10-29T06:49:26+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2024-10-29T06:49:26+00:00</published>
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<id>urn:sha1:f65d756bff8d4c5cbc15bd0322a2ae8e6b896a21</id>
<content type='text'>
* format

* Minor test fixes

* enable checking cpp format in ci</content>
</entry>
<entry>
<title>Support parameter block in metal shader objects. (#4671)</title>
<updated>2024-07-19T18:49:42+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-07-19T18:49:42+00:00</published>
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<id>urn:sha1:f114433debfba67cbe1db239b6e92278d41ed438</id>
<content type='text'>
* Support parameter block in metal shader objects.

* Ingore parameter block tests on devices without tier2 argument buffer.

* Fix warning.

* Fix texture subscript test.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>gfx/metal uniform data binding and memory leak fix. (#4644)</title>
<updated>2024-07-16T05:23:10+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-07-16T05:23:10+00:00</published>
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<id>urn:sha1:6bcf92d28d919eba7607c93c8581966875d2add6</id>
<content type='text'>
Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>[gfx] Metal texture fixes (#4331)</title>
<updated>2024-06-11T15:21:45+00:00</updated>
<author>
<name>skallweitNV</name>
<email>64953474+skallweitNV@users.noreply.github.com</email>
</author>
<published>2024-06-11T15:21:45+00:00</published>
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<id>urn:sha1:5a289681e511ec419829291c7281cdd3c7918b7f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>work on gfx metal backend (#4287)</title>
<updated>2024-06-06T16:08:38+00:00</updated>
<author>
<name>skallweitNV</name>
<email>64953474+skallweitNV@users.noreply.github.com</email>
</author>
<published>2024-06-06T16:08:38+00:00</published>
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<id>urn:sha1:8ea3854d94eb1ff213be716a38493d601784810b</id>
<content type='text'>
* implement sampler state

* implement input layout

* implement fence object

* buffer implementation

* texture implementation

* cleanup

* add adapter enumeration

* supported formats and allocation info

* work on device and implement readBufferResource

* skeleton for transient resource heap

* initial work on command queue / buffers / encoders

* fix uploading initial buffer data

* implement buffer resource view

* string utility functions

* wip query pool implementation

* cleanup

* swapchain

* wip

* remove plain buffer view

* extend gfxGetDeviceTypeName with metal

* basic support for resource binding with compute shaders

* needed for metal bindings

* replace assert(0) with SLANG_UNIMPLEMENTED_X</content>
</entry>
<entry>
<title>[gfx] metal backend skeleton (#4223)</title>
<updated>2024-05-27T13:03:13+00:00</updated>
<author>
<name>Simon Kallweit</name>
<email>simon.kallweit@gmail.com</email>
</author>
<published>2024-05-27T13:03:13+00:00</published>
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<id>urn:sha1:d9443d670ef8413971fe7c3f02368b60a7fc5904</id>
<content type='text'>
* add metal-cpp submodule

* add metal-cpp cmake target

* gfx metal backend skeleton

* add premake support

* add foundation framework

* add metal-cpp include to premake

* update vs project file

---------

Co-authored-by: Simon Kallweit &lt;skallweit@nvidia.com&gt;
Co-authored-by: Jay Kwak &lt;82421531+jkwak-work@users.noreply.github.com&gt;</content>
</entry>
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