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<title>slang.git/tools/gfx/render.h, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<updated>2021-02-19T18:11:01+00:00</updated>
<entry>
<title>Make gfx library visible to external user. (#1719)</title>
<updated>2021-02-19T18:11:01+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-02-19T18:11:01+00:00</published>
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<id>urn:sha1:5f7dc28a6d139487bab4ce61a60f12b3c53b6265</id>
<content type='text'>
* Make gfx library visible to external user.

* Fixup</content>
</entry>
<entry>
<title>Streamline shader object creation (#1717)</title>
<updated>2021-02-18T02:42:23+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2021-02-18T02:42:23+00:00</published>
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<id>urn:sha1:b1e376fa1e7dd0ff59991bdf1d3d859d3b63a74a</id>
<content type='text'>
This change kind of rolls together two different simplifications:

1. The `createShaderObject()` shouldn't really need to take an `IShaderObjectLayout` because it could just take the `slang::TypeLayoutReflection` instead and create the shader-object layout behind the scenes.

2. For that matter, it needn't take a `slang::TypeLayoutReflection` either, becaues it could just take a `slang::TypeReflection` and query the layout of that type behind the scenes.

The combination of these two changes means:

* `IShaderObjectLayout` is gone from the public API, as is `createShaderObjectLayout()`

* `createShaderObject()` directly takes a `slang::TypeReflection` and allocates a shader object of that type

The result is simpler and more streamlined application code.

Note that under the hood the implementation still has shader-object layouts, using the `ShaderObjectLayoutBase` class. A few locations had to change to use `RefPtr`s instead of `ComPtr`s now that the class is no longer a public COM-lite API type.

The hope is that this change makes it easier to allocate/cache layouts for things like specialized types "under the hood," as is needed to implement parameter setting for static specialization.</content>
</entry>
<entry>
<title>Add `SampleGrad` overload for lod clamp. (#1711)</title>
<updated>2021-02-17T23:09:09+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-02-17T23:09:09+00:00</published>
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<id>urn:sha1:e59aee131b6d51236613bc374cfa2d5f3b54efe1</id>
<content type='text'>
* Add `SampleGrad` overload for lod clamp.

* Fix gfx to run the test on vulkan.

* Whitespace change to trigger CI build

* remove presentFrame call in render-test

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;
Co-authored-by: Tim Foley &lt;tfoleyNV@users.noreply.github.com&gt;</content>
</entry>
<entry>
<title>Shader-Object example (#1694)</title>
<updated>2021-02-05T22:36:07+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-02-05T22:36:07+00:00</published>
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<id>urn:sha1:df7548ef62c02b9ab1cc5addecaa6b6c150f2750</id>
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</content>
</entry>
<entry>
<title>[gfx] Shader-object driven shader compilation. (#1688)</title>
<updated>2021-02-04T21:50:51+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-02-04T21:50:51+00:00</published>
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<id>urn:sha1:c40f10b704b8bd5a744cc9b3964344585436b1ac</id>
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</content>
</entry>
<entry>
<title>Make  own a slang session. (#1678)</title>
<updated>2021-01-27T18:02:44+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-01-27T18:02:44+00:00</published>
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<id>urn:sha1:615dfba810964bed1caad8ecb87850c8eb1544b4</id>
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</content>
</entry>
<entry>
<title>Integrate reflection more deeply into gfx layer (#1677)</title>
<updated>2021-01-26T21:32:03+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2021-01-26T21:32:03+00:00</published>
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</content>
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<entry>
<title>Add `StructuredBuffer` support in `gfx`. (#1666)</title>
<updated>2021-01-21T20:21:00+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-01-21T20:21:00+00:00</published>
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<id>urn:sha1:6c8135fcd6c5ddb86ade74417e93383917d17cb2</id>
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</content>
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<entry>
<title>Make `gfx` compile to a DLL. (#1660)</title>
<updated>2021-01-18T06:00:49+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-01-18T06:00:49+00:00</published>
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<id>urn:sha1:1296c7bb55b14db24308f31cacdda7f7a71fc937</id>
<content type='text'>
* Make `gfx` compile to a DLL.

* Fix cuda

* Fix cuda build

* Bug gl screen capture bug.</content>
</entry>
<entry>
<title>COM-ify all slang-gfx interfaces. (#1656)</title>
<updated>2021-01-14T23:48:54+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-01-14T23:48:54+00:00</published>
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<id>urn:sha1:f834f25794cfb746079e92d58c7410b767c57208</id>
<content type='text'>
* COM-ify all slang-gfx interfaces.</content>
</entry>
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