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<title>slang.git/tools/glslang/glslang.h, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<updated>2017-07-19T18:27:23+00:00</updated>
<entry>
<title>Build a dynamic library for Slang</title>
<updated>2017-07-19T18:27:23+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoley@nvidia.com</email>
</author>
<published>2017-07-19T18:27:23+00:00</published>
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<id>urn:sha1:a97eac202cec673a0f2e27e808cfdcdd29289c4e</id>
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- Change the `slang` project from a static library to a dynamic one

- Add some details around `slang.h` to make sure DLL export stuff is working

- Make the `slangc` executable use the dynamic library

- Rename the `glslang` sub-project to `slang-glslang` and move it into the main source hierarchy
  - This reflects the fact that it isn't a stand-alone tool, and isn't in any way a standard binary of glslang, but rather just an artifact of how Slang uses glslang
</content>
</entry>
<entry>
<title>Add support for dumping intermediates for debugging.</title>
<updated>2017-07-13T20:00:38+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoley@nvidia.com</email>
</author>
<published>2017-07-13T19:10:08+00:00</published>
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Calling:

    spSetDumpIntermedites(compileRequest, true);

will set up a mode where Slang tries to dump every intermediate HLSL, GLSL, DXBC, SPIR-V, etc. file it generates. If SPIR-V or DXBC is requested then we also dump assembly of those.

Right now the files are all named as `slang-&lt;counter&gt;.&lt;ext&gt;`, and get dropped in whatever the working directory is, but I'm open to ideas on how to improve that.

Note: this change introduces a new binary interface to `glslang`, so pulling it requires an updated `glslang.dll`.
</content>
</entry>
<entry>
<title>Allow glslang wrapper to output regular SPIRV before disassembly</title>
<updated>2017-07-11T00:49:35+00:00</updated>
<author>
<name>Kai-Hwa Yao</name>
<email>kyao@nvidia.com</email>
</author>
<published>2017-07-10T05:58:41+00:00</published>
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</content>
</entry>
<entry>
<title>Initial import of code.</title>
<updated>2017-06-09T20:44:59+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoley@nvidia.com</email>
</author>
<published>2017-06-09T18:34:21+00:00</published>
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