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<title>slang.git/tools/gfx/slang-context.h, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
<id>https://git.yummers.dev/slang.git/atom?h=master</id>
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<updated>2025-02-27T02:20:29+00:00</updated>
<entry>
<title>Fix precompiledTargetModule tests (#6455)</title>
<updated>2025-02-27T02:20:29+00:00</updated>
<author>
<name>cheneym2</name>
<email>acheney@nvidia.com</email>
</author>
<published>2025-02-27T02:20:29+00:00</published>
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<id>urn:sha1:02706dfc5f0526f4f8ca337be16d7b00640ba168</id>
<content type='text'>
* Fix precompiledTargetModule tests

Add SPIRV-Tool linker support to gfx unit tests
and use the linker in precompileModule tests
that use precompiled modules to reconstitute
SPIRV shaders that were modularly compiled.

Fix a Slang reference count bug in the
precompile service.

* Use sm_6_6

New DXC requires higher version
for linkability.

* Rename helper function, pass by reference

* Link through slang-glslang

* Add missing files

* Fix metal

* format code

---------

Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.com&gt;
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>[SPIRV] Add NonSemanticDebugInfo for step-through debugging. (#3644)</title>
<updated>2024-02-29T06:57:07+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-02-29T06:57:07+00:00</published>
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<id>urn:sha1:73a61edda8893901acad05bb4e7d3110db5041a8</id>
<content type='text'>
* [SPIRV] Add NonSemanticDebugInfo for step-through debugging.

* Fix.

* Fix.</content>
</entry>
<entry>
<title>Use GLSL Scalar layout for vulkan device. (#3285)</title>
<updated>2023-10-25T14:50:31+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-10-25T14:50:31+00:00</published>
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<id>urn:sha1:017534601e86df53c0669be7dbc6c565d2108be6</id>
<content type='text'>
Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Take into account the optimization level requested in TargetDesc (#2649)</title>
<updated>2023-02-21T03:46:21+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2023-02-21T03:46:21+00:00</published>
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<id>urn:sha1:e5bec2fcb86da56775a3f1a0bc0af5039b722e86</id>
<content type='text'>
* Take into account the optimization level requested in TargetDesc

Combines conflicting optimization levels by taking the maximum between them; as such they now each represent the lower bound on the eventual optimization level.

Most of the changes are making this clear by s/optimizationLevel/minimumOptimizationLevel

Closes https://github.com/shader-slang/slang/issues/2324

* Remove optimization level from TargetDesc</content>
</entry>
<entry>
<title>StructTag versioning (#1888)</title>
<updated>2021-06-18T21:09:35+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2021-06-18T21:09:35+00:00</published>
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<id>urn:sha1:0afa24a3fe7d0e1787cc909f9c7641f477c30e5c</id>
<content type='text'>
* #include an absolute path didn't work - because paths were taken to always be relative.

* WIP Abi struct.

* Use AbiSystem on SessionDesc.

* Use mask/shift constants.

* Fix issue causing warning on linux.

* Abi -&gt; Api.

* Fix typo.

* Refactor to use StructTag.

* Mechanism to be able to follow fields.

* Field adding is working.

* WIP with StructTagConverter.

* First pass of StructTag appears to work. Still needs diagnostics.

* Small tidy up around Field.

* Use bit field to record what fields are recorded to remove allocation around the m_stack.
Use ScopeStack for RAII.

* Return SlangResult instead of pointers.

* Use SlangResult with copy.

* Split StructTagConverter implementations.

* Fix some bugs around lazy converting.

* First pass at unit test for StructTag.

* Testing StructTag going backwards in time.

* First pass as StructTag diagnostics.

* Make Traits a namespace.

* Fix some issues with Traits not being a class.

* Fix 32 bit warning.</content>
</entry>
<entry>
<title>Fix D3D11 `uploadBufferResource`. (#1869)</title>
<updated>2021-06-04T21:32:22+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-06-04T21:32:22+00:00</published>
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<id>urn:sha1:95a90d7fda3097d085cde1fea5213667277e729b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Various Fixes to gfx, reflection and emit. (#1867)</title>
<updated>2021-06-02T23:58:25+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-06-02T23:58:25+00:00</published>
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<id>urn:sha1:e67af5b1a3993529c702ff2924dea11fd1017d2e</id>
<content type='text'>
* Various Fixes to gfx, reflection and emit.

- Fix GLSL emit to properly output `*bitsTo*` functions for `IRBitCast` insts.

- Add line directive mode setting for `ISession`.

- Extend `TypeLayout::getElementStride` to handle `VectorType` case.

- Fix `IDevice::readBufferResource` 's D3D12  implementation to copy only the requested bytes out.

- Fix `render-test` to use the `ISession` from `gfx` instead of creating its own `ISession` to make sure `gfx` and `render-test` agree on WitnessTable and RTTI IDs.

- Extend `render-test` to support filling vector and matrix values in the new `set x = ...` TEST_INPUT syntax.

- Add a `dynamic-dispatch-15` test case to make sure packing / unpacking works correctly across all targets, and to make sure render-test's RTTI/WitnessTable ID filling logic is correct for non-trivial cases.

* Remove default-major test

* Fix cyclic reference in `ExtendedTypeLayout`.

* Move `lineDirectiveMode` setting to `TargetDesc`.

Add `structureSize` to `TargetDesc` and `SessionDesc` for future binary compatibility.

* Cleanup.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Update `model-viewer` example and fixing compiler bugs. (#1795)</title>
<updated>2021-04-16T17:34:26+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-04-16T17:34:26+00:00</published>
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<id>urn:sha1:79e92395f8ce3d92c446e3bb3250d19ce33decd5</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Swapchain resize and rename to `IDevice` (#1741)</title>
<updated>2021-03-10T18:58:15+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-03-10T18:58:15+00:00</published>
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<id>urn:sha1:6ef4054f8a8aea4ec61481057fa7e16aaecde6d7</id>
<content type='text'>
* Swapchain resize

* Fix.</content>
</entry>
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