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<title>slang.git/tools/gfx/vulkan, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<updated>2025-08-26T21:38:57+00:00</updated>
<entry>
<title>Fail slang-test when VVL printed errors (#8280)</title>
<updated>2025-08-26T21:38:57+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2025-08-26T21:38:57+00:00</published>
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<id>urn:sha1:1681bc67fbae57b54b66c5dcfcbf315d1efa831b</id>
<content type='text'>
fixes https://github.com/shader-slang/slang/issues/8271

This PR does the following,
- Fail slang-test when there are VVL error messages.
- VVL error for `gfx-unit-test-tool/` were not captured properly by the
debug callback.
- Set an environment variable,
`VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_validation`, for CI and
VisualStudio project setup.
- Ignores VVL error about NullHandle is used for the acceleration
structure; a fix is at ToT of VVL and not available from release build
yet.
- Fix VVL error complaining about the varying inputs are not provided
for the tests, `gfx-unit-test-tool/linkTimeTypeLayout.internal` and
`gfx-unit-test-tool/linkTimeTypeLayoutNested.internal`.

---------

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>Fix additional VVL violations (#7377)</title>
<updated>2025-06-18T17:38:31+00:00</updated>
<author>
<name>Gangzheng Tong</name>
<email>tonggangzheng@gmail.com</email>
</author>
<published>2025-06-18T17:38:31+00:00</published>
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<id>urn:sha1:3822f9243f7b80be4c47318cf3d0b8d9800e67dd</id>
<content type='text'>
* fix: add sampleCount and mipMaps to st2DMS_f32v4
Fix VUID-VkImageCreateInfo-samples-02257:
The Vulkan spec states: If an OpTypeImage has an MS operand 1,
its bound image must not have been created with
VkImageCreateInfo::samples as VK_SAMPLE_COUNT_1_BIT

* Fix VUID-VkShaderModuleCreateInfo-pCode-08740

Rename VK_KHR_COMPUTE_SHADER_DERIVATIVES_EXTENSION_NAME
to VK_NV_COMPUTE_SHADER_DERIVATIVES_EXTENSION_NAME

* fix: add sampleCount and mipMaps to st2DMS_f32v4
Fix VUID-VkImageCreateInfo-samples-02257:
The Vulkan spec states: If an OpTypeImage has an MS operand 1,
its bound image must not have been created with
VkImageCreateInfo::samples as VK_SAMPLE_COUNT_1_BIT

* Fix VUID-VkShaderModuleCreateInfo-pCode-08740

Rename VK_KHR_COMPUTE_SHADER_DERIVATIVES_EXTENSION_NAME
to VK_NV_COMPUTE_SHADER_DERIVATIVES_EXTENSION_NAME

* Fix VUID-vkCmdDispatch-None-06479
Use correct format for combined depth texture.

* Fix VUID-vkCmdDispatch-format-07753 by setting format
Parse filtering mode for sampler because the RGBA8* formats do not
support linear filtering

* Create MS texture type for sample count &gt; 1

* Use different texture formats for depth compare and gather ops

* Use clearTexture for init the data for MS textures</content>
</entry>
<entry>
<title>Change SLANG_OVERRIDE_xxx_PATH and fix header file path (#7207)</title>
<updated>2025-05-30T19:52:55+00:00</updated>
<author>
<name>Lujin Wang</name>
<email>143145775+lujinwangnv@users.noreply.github.com</email>
</author>
<published>2025-05-30T19:52:55+00:00</published>
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<id>urn:sha1:b16eb592cc31b7cc9ba3d2f9525486c282996a9e</id>
<content type='text'>
* Fix lua header file path

Add two missed files in #7167

* Fix lua header file path

Add two missed files in #7167

* Leave lua/ in the path to avoid name conflict

* Remove xxx from path of SLANG_OVERRIDE_xxx_PATH

Change SLANG_OVERRIDE_xxx_PATH from path-to-parent-folder/xxx
to path-to-parent-folder and add "xxx/" back to "#include",
which helps to avoid the potential name conflict of external tools.

* format code

---------

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;
Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.com&gt;</content>
</entry>
<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>Update build to allow setting more external paths (#7044)</title>
<updated>2025-05-10T01:01:22+00:00</updated>
<author>
<name>lujinwangnv</name>
<email>143145775+lujinwangnv@users.noreply.github.com</email>
</author>
<published>2025-05-10T01:01:22+00:00</published>
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<id>urn:sha1:5a6c2baadbc16fc2099a6951e389b9bd3cad08f6</id>
<content type='text'>
* Update build to allow setting more external paths

Update the build to allow setting user-specific paths for the external
modules: glm, imgui, slang-rhi, and tinyobjloader.</content>
</entry>
<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>Fix compiler warning with clang 18.1.8 on windows (#6843)</title>
<updated>2025-04-17T09:34:39+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2025-04-17T09:34:39+00:00</published>
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<id>urn:sha1:04db5a95657a8c1ad1db36570eadaeedbea01cbb</id>
<content type='text'>
* Fix compiler warning with clang 18.1.8 on  windows</content>
</entry>
<entry>
<title>Support SPIR-V deferred linking option (#6500)</title>
<updated>2025-03-05T21:45:03+00:00</updated>
<author>
<name>cheneym2</name>
<email>acheney@nvidia.com</email>
</author>
<published>2025-03-05T21:45:03+00:00</published>
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<id>urn:sha1:0634684495f709fe3594fdcd483cfce7933e54eb</id>
<content type='text'>
The new option "SkipDownstreamLinking" will defer final downstream IR
linking to the user application. This option only has an effect if
there are modules that were precompiled to the target IR using
precompileForTarget().

Until now, the default behavior for SPIR-V was to use deferred linking, and
the default behavior for DXIL was to use immediate/internal linking in Slang.

This change only affects the SPIR-V behavior such that both deferred and
non-deferred linking is supported based on the new option.

To support the non-deferred option, Slang will internally call into
SPIRV-Tools-link to reconstitute a complete SPIR-V shader program when
necessary (due to modules having been precompiled to target IR).
Otherwise, if SkipDownstreamLinking is enabled, the shader returned by
e.g. getTargetCode() or getEntryPointCode() may have import linkage to
the SPIR-V embedded in the constituent modules.

Closes #4994

Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.com&gt;</content>
</entry>
<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>Support cooperative vector including Vulkan-Header (#6228)</title>
<updated>2025-01-30T21:19:13+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2025-01-30T21:19:13+00:00</published>
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<id>urn:sha1:fb052bf4674b55933e6dd9f991c99000c049d216</id>
<content type='text'>
* Support cooperative vector including Vulkan-Header

Adding a Slang support for cooperative vector with vulkan-header update.</content>
</entry>
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