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<title>slang.git/tools/gfx/vulkan/vk-util.cpp, 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>2025-04-18T23:18:02+00:00</updated>
<entry>
<title>Check the available VK extensions before using CoopVec APIs in GFX (#6849)</title>
<updated>2025-04-18T23:18:02+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2025-04-18T23:18:02+00:00</published>
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<id>urn:sha1:591affaf733ec82d7b38a7bf9c4d2f49a69a2c66</id>
<content type='text'>
* Check the available VK extensions before using CoopVec APIs in GFX

* Remove a redundant request for cooperative vector extension for vk</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>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>Add Mesh and Task shader support to GFX (#3190)</title>
<updated>2023-09-12T03:13:11+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2023-09-12T03:13:11+00:00</published>
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<id>urn:sha1:09854a4596019ddb3bb315b8836b5c88e718cdc7</id>
<content type='text'>
* Bump vulkan headers

Also just use vulkan-headers as a submodule

* Add drawMeshTasks to gfx graphics pipelines

* Add DispatchMesh overload with no payload, with GLSL intrinsic

* Require spirv 1.4 for mesh shaders

* Add vulkan mesh shader feature discovery

* Add mesh shader stage bits to vk-util

* Add mesh and task shader support to render-test

* Add mesh and task tests

* Preserve "payload" specifier in task shaders

* Add mesh shader pipeline support to gfx

* Add TODO

* Add numThreads attribute for amplification stage

* Add payload to task shader test

* Drop dependency on d3dx12

* Allow passing payloads from task to mesh shaders

* regenerate vs projects

* check DispatchMesh name correctly

* Add mesh shader tests to failing tests

* Detect wave-ops feature on vulkan

* Add fuse-product to expected failures

This fails because the global varaible `count` is not initialized

* Add required extension to WaveMaskMatch SPIR-V impl

* Remove meshShader member from pipeline desc

* Identify mesh shader support on d3d12</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>GFX: improve d3d12 performance. (#2408)</title>
<updated>2022-09-23T04:54:16+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-09-23T04:54:16+00:00</published>
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<id>urn:sha1:bd11629739ae2b0619699c765354894ff32dacf1</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Various vulkan/glsl fixes. (#2222)</title>
<updated>2022-05-05T17:48:14+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-05-05T17:48:14+00:00</published>
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<id>urn:sha1:3088d901fee6447b6d80fa67f258626ece4408dc</id>
<content type='text'>
* Various vulkan/glsl fixes.

* Fix.

* Fix.

* Canonicalize type constraints for name mangling.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;
Co-authored-by: Theresa Foley &lt;10618364+tangent-vector@users.noreply.github.com&gt;</content>
</entry>
<entry>
<title>GFX Vulkan: deferred shader compilation and pipeline creation. (#2153)</title>
<updated>2022-03-08T22:34:53+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2022-03-08T22:34:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=dcb434a5fe801d42d1b5f385fd27d0c500687647'/>
<id>urn:sha1:dcb434a5fe801d42d1b5f385fd27d0c500687647</id>
<content type='text'>
* Vulkan: deferred shader compilation and pipeline creation.

* Fix 32bit build.

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Fully implement the ray tracing pipeline for Vulkan (#2136)</title>
<updated>2022-02-19T05:58:11+00:00</updated>
<author>
<name>lucy96chen</name>
<email>47800040+lucy96chen@users.noreply.github.com</email>
</author>
<published>2022-02-19T05:58:11+00:00</published>
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<id>urn:sha1:7953c0b6e4e6328bacf9945763013f9e0af6e435</id>
<content type='text'>
* Added implementation for dispatchRays() and ShaderTableImpl, currently missing extensions and createShaderTable()

* Code written, working on finding and fixing bugs

* SBT issues fixed; Added implementation for endEncoding() to ensure the bound pipeline is properly reset; Ray tracing pipeline example successfully runs without any validation errors

* Fixed some incorrectly merged lines

* Fixed spacing

* Fixed alignment for member variables in VulkanApi

* Restart CI

* Removed accidental comment kept from merge; Changed getName() call to getNameOverride()</content>
</entry>
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