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<title>slang.git/tools/gfx/render.cpp, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<updated>2025-05-16T21:51:46+00:00</updated>
<entry>
<title>Enable Windows full debug testsuite in CI (#7085)</title>
<updated>2025-05-16T21:51:46+00:00</updated>
<author>
<name>Gangzheng Tong</name>
<email>tonggangzheng@gmail.com</email>
</author>
<published>2025-05-16T21:51:46+00:00</published>
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<id>urn:sha1:8f20632a0ba45c3bfada293842e55129949a2ae9</id>
<content type='text'>
* Unify Debug Layer Control Logic and Add Disable Option for Debug Builds

This PR refactors and unifies the debug layer control logic in slang-test.
A new `-disable-debug-layers` option is introduced, allowing debug builds to skip enabling the validation (debug) layer.
This is currently needed to ensure stability in the debug test suite.

Previously, different toggles such as ENABLE_VALIDATION_LAYER, ENABLE_DEBUG_LAYER, and debugLayerEnabled were used inconsistently across different components of slang-test. This PR standardizes the logic by using a single variable, debugLayerEnabled, to control the enabling/disabling of the debug layer internally.

Notes:
By default, the debug/validation layer is enabled in debug builds and is not supported in release builds of slang-test.

Fixes: #7132

* Disable spirv-opt for the DebugFunctionDefinition issue

* Run debug build only in GCP machines

* Fix VUID-vkCmdPipelineBarrier-pBufferMemoryBarriers-02818

dstAcessMask can't include VK_ACCESS_TRANSFER_READ_BIT when stage mask
has  VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR

* Set failed retry limit to 32

---------

Co-authored-by: slangbot &lt;ellieh+slangbot@nvidia.com&gt;
Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.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>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>
<entry>
<title>Implement GLSL gimageDim &amp; memory qualifiers with optional extension(s); resolves #3587 for GLSL &amp; SPIR-V targets #3631 (#3810)</title>
<updated>2024-03-26T20:07:32+00:00</updated>
<author>
<name>ArielG-NV</name>
<email>159081215+ArielG-NV@users.noreply.github.com</email>
</author>
<published>2024-03-26T20:07:32+00:00</published>
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<id>urn:sha1:0877d1a3e9d69fdbf4087581df96954e56e4dd97</id>
<content type='text'>
* [early push of code since memory qualifiers may be made into a seperate branch &amp; pr and I rather make it simple to split the implementation if required]

all type &amp; functions impl. for GLSL image type

added all memory qualifiers &amp; tests for direct read/write [GLSL syntax] (DID NOT test or implement parameter qualifiers, that is next commit)
* this inlcudes emit-glsl &amp; emit-spirv for qualifier decorations
* this also includes error handling
* this includes parsing

* full implementation other than Rect; all errors and basic tests are done &amp; working

what is left:
1. need to now add Rect type support (additional TextureImpl flag)
2. tests
3. testing infrastructure to support variety of types

* testing framework now works with images of all types and imageBuffers -- next steps are actual tests

* push code for mostly working image atomics; missing int64/uint64 tests and slightly broken feature

likley due to missing code from master which I pushed for regular atomics

* fix all remaining shader image atomic issues and tests to work with float &amp; i64/u64 fully

will now clean up code and squash the commits (since they are quite all over the place)

* refactor code to work &amp; look correct, fix all regressions

Turned off tests for texture format R64 due to the shader use limitation of currently being only for storage buffers on most hardware (test fail cause, this is not allowed)

Changed raygen.slang &amp; nv-ray-tracing-motion-blur.slang since both cross-compiled with glslang, which does not respect layout(rgba8) for RWBuffer's, in this scenario making the type into a SPIR-V rgba32f, which is incorrect and a known problem, this causes different code to be outputted from Slang &amp; HLSL+GLSL-&gt;Slang paths

Clean up all code and better explain the "why" for the gimageDim definition we use various strings of Slang code, the gist is:
1. Parameters are structured as per IMAGE_PARAM keyword in spec, and we respect this in order to match specification (to allow easy code iteration)
2. sample parameters are required for functions
3. types are inconsistently named

fixed regression of breaking l-value lowering when r-value should be lowered (lower-to-ir)

fix compiler warnings

remove unneeded lambdas

`expr-&gt;type.isLeftValue = isMutableGLSLBufferBlockVarExpr(baseExpr) &amp;&amp; (expr-&gt;type.hasReadOnlyOnTarget == false);` is an adjustment made such that a buffer block is mutable only if the block is mutable and the base expression is mutable (to handle case of readonly buffer block, immutable)

* remove rectangle parameter

* use proper const syntax and struct naming

* adjust syntax

* adjust modifier capabilitites: HLSL+GLSL --&gt; GLSL. Notice most specifically, if the parent is a global struct we can put a memory qualifier, this does not include, struct inside a struct, with a member variable with a memory qualifier (since then you could use the struct in invalid ways). Added test for struct inside struct with member variable with memory qualifier.

adjust syntax and remove code which will rot

* adjust formatting for consistency

* addressing review feedback

addressing review feedback:

change testing code to handle int and float/half correctly in all cases

adjust testing code syntax as requested

change vkdevice code to fit a different form as requested

* adjust code as per requested for review:

1. adjusted testing code logic to handle non 0-1 values appropriately, notice int8_t will likley be the range and set order of {[0,127],[-1,-128]}, this is intentional
2. syntax adjustments for correctness

* trying to fix falcor regressions

* add back removed code for regression testing

* test removing changes which may break falcor

* Revert "test removing changes which may break falcor"

This reverts commit 240da97f06c23e98a26ac23cf1d385995c67b251.

* disable R64 support in attempt to fix falcor tests

* Revert "disable R64 support in attempt to fix falcor tests"

This reverts commit 317cb632eb2f47e980fc4aeafe418f8060f4c473.

* disable major device changes (still trying to figure out falcor fails -- locally working different than CI)

* test removing d3d changes

* remove all format changes

* add back removed code for regression testing

* try something to get code to work with falcor

* address review

* Add way to handle constref/ref/encapsulated texture objects with memory qualifiers as a parameter.

Fixed an issue (and improved codegen) for when we have a store(dst,load(src)) pattern, where dst is supposed to be equal to src for when resolving globalParam's (no need for work-arounds anymore)

* move recent-fix/change to textureType loading into a proper optimization pass which now runs after SPIR-V legalization to catch odd SPIR-V emitting after legalizing types for SPIR-V

* Revert most recent optimization pass change, add work around getting a unmangled global parameter address through a intrinsic op instead of spir-v intrinsic (works same as `__imagePointer()`)

* remove unneeded changes

* remove unneeded `__constref` in glsl.meta

* move memory qualifier checks to visitInvoke of check-expr.cpp

move GetLegalizedSPIRVGlobalParamAddr resolving to spirv-legalization pass

move error for "if using non texture type with memory qualifer in param" earlier such that we error with this first. No point in telling user "you are not putting correct memory qualifiers" when memory qualifiers should not have been used.

* add memory qualifier folding modifier 'MemoryQualifierCollectionModifier' to reduce searching and processing (later will be adapted to whole system) as suggested/asked.

The utility is a method to track memory qualifiers without doing a expensive linked-list traversal (image's have 4 modifiers normally).

* properly pass multiple qualifiers from checkModifier down to the `modifier`s list

* addressing review comments:

* change implementation to properly handle restrict modifier

* add comments about implementation for clarity</content>
</entry>
<entry>
<title>macos/vulkan support (#3418)</title>
<updated>2023-12-18T23:16:14+00:00</updated>
<author>
<name>skallweitNV</name>
<email>64953474+skallweitNV@users.noreply.github.com</email>
</author>
<published>2023-12-18T23:16:14+00:00</published>
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<id>urn:sha1:93b8f68b2e9ddc450ce63f1b6e1806960312d803</id>
<content type='text'>
</content>
</entry>
<entry>
<title>added D32_S8 format (#2885)</title>
<updated>2023-05-19T16:38:49+00:00</updated>
<author>
<name>kopaka1822</name>
<email>felixbruell@live.de</email>
</author>
<published>2023-05-19T16:38:49+00:00</published>
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<id>urn:sha1:33e15236c6fd8623bc516a194ca65e8810f1f855</id>
<content type='text'>
* added D32_S8 format

* fixed isTypelessDepthFormat format for DXGI_FORMAT_R32G8X24_TYPELESS

* added R32_FLOAT_X32_TYPELESS format to allow (depth component only) shader resource views for the D32_FLOAT_S8_UINT format.
- unsure about the changed in the vk-util.cpp: No matching VK_Format?

---------

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;
Co-authored-by: jsmall-nvidia &lt;jsmall@nvidia.com&gt;</content>
</entry>
<entry>
<title>Changes for vkd3d proton (#2813)</title>
<updated>2023-04-20T12:06:37+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2023-04-20T12:06:37+00:00</published>
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<id>urn:sha1:4d24f55226870055c8dcbb3409efc5355da134d7</id>
<content type='text'>
* Add some caches to .gitignore

* Remove appendWideChars

Use String::toWString instead

* s/Sleep/sleepCurrentThread

* formatting

* Expand set of shared libraries which have buggy dlclose

Work around
https://github.com/microsoft/DirectXShaderCompiler/issues/5119 and
https://github.com/doitsujin/dxvk/issues/3330 libdxcompiler.so invokes
UB on dlclose, the dxvk libs break GDB when closed

* Add assert for specialization failure on DX11

As a band aid for https://github.com/shader-slang/slang/issues/2805

* More fine grained selection of directx features</content>
</entry>
<entry>
<title>Some small fixes with Windows/DX usage (#2797)</title>
<updated>2023-04-14T09:08:18+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2023-04-14T09:08:18+00:00</published>
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<id>urn:sha1:4c9c8a7a4d9b97fec6041a562638fbea521533ed</id>
<content type='text'>
* Correct case of windows.h includes

* Use Slang::SharedLibrary to load directx dlls

* s/max/std::max/

* Factor common OS code in calcHasApi

* Add DXIL test for compute/simple

* s/false/FALSE for calls to WinAPI functions

* Factor common OS code in gfxGetAdapters

* 2 missing headers

d3d12sdklayers for ID3DDebug

climits for UINT_MAX

* Define out unused function on Linux

* Only try to load Vulkan and CUDA on Windows or Linux

* simplify D3DUtil::getDxgiModule

* Remove WIN32_LEAN_AND_MEAN &amp;co from source files

Add a global define

* Set WIN32_LEAN_AND_MEAN &amp;friends in headers

Restore previous state also

* regenerate vs projects</content>
</entry>
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