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<title>slang.git/tools/render-test/slang-support.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>2025-06-19T10:01:25+00:00</updated>
<entry>
<title>Enabling optix ci pipeline  (#7311)</title>
<updated>2025-06-19T10:01:25+00:00</updated>
<author>
<name>Harsh Aggarwal (NVIDIA)</name>
<email>haaggarwal@nvidia.com</email>
</author>
<published>2025-06-19T10:01:25+00:00</published>
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<id>urn:sha1:23dcea810a79e19051e70ff2aa0b8953429c6461</id>
<content type='text'>
* Revert "Disable OptiX tests by default. (#1331)"

This reverts commit e45f8c1f49855cebe90b6722324ec24146ff5a3d.

* Enable optix submodule to build

Add support for default entry points in compilation

Implemented logic to check for defined entry points in the module
when no explicit entry points are provided. If found, these entry points
are added to the `specializedEntryPoints` list, with the assumption that
no specialization is needed for them at this time.

* Disable optix if cuda is not enabled

* Add submodule OptixSDK path in search

* Distinguish user-explicit vs auto-detected SLANG_ENABLE_OPTIX

When SLANG_ENABLE_OPTIX is explicitly set by user and CUDA is not available,
show SEND_ERROR to maintain strict validation. When OptiX is auto-detected
(e.g., local submodule present) but CUDA unavailable, gracefully disable
with STATUS message to allow builds to continue.

This addresses review feedback to keep error for explicit requests while
handling auto-detection gracefully.

* Apply CMake formatting to SLANG_ENABLE_OPTIX validation logic

* revert: slang-rhi changes
as those are merged independently as in PR # slang-rhi#400</content>
</entry>
<entry>
<title>Fix broken -emit-spirv-via-glsl test option (#7091)</title>
<updated>2025-05-16T00:01:08+00:00</updated>
<author>
<name>sricker-nvidia</name>
<email>115114531+sricker-nvidia@users.noreply.github.com</email>
</author>
<published>2025-05-16T00:01:08+00:00</published>
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<id>urn:sha1:b39ec87cccaadebbb9325dd2adb8c0b13b364805</id>
<content type='text'>
Fixes issue #6898

The -emit-spirv-via-glsl slang-test option has been broken for
some amount of time. Tests that were using it were operating as
if using -emit-spirv-directly, leading to many duplicated tests.

After fixing the test option, there were an number of errors that
appeared as a result.

This change fixes the broken test option and the resulting test
errors. Some of the test errors revealed some legitimate issues,
such as:

-The GLSL bitCount instrinsic only supports 32-bit integers and
 requires emulation for other bit widths.
-Emitting GLSL 8-bit and 16-bit glsl integer types did not emit
 the proper extension requirements
-Emitting GLSL and casting for 16-bit integers was missing a
 closing parenthesis.
-Missing profile for GL_EXT_shader_explicit_arithmetic_types
-Missing toType cases for UInt8/Int8 for the kIROp_BitCast case
 in tryEmitInstExprImpl.</content>
</entry>
<entry>
<title>Add a new option "-capability" to slang-test and render-test (#7054)</title>
<updated>2025-05-11T08:13:25+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2025-05-11T08:13:25+00:00</published>
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<id>urn:sha1:b46c342f47b61119a0dc517ce6eb75eab3398504</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Update spirv-tools to for SDK v2025.2 (#6893)</title>
<updated>2025-04-25T17:39:45+00:00</updated>
<author>
<name>Gangzheng Tong</name>
<email>tonggangzheng@gmail.com</email>
</author>
<published>2025-04-25T17:39:45+00:00</published>
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<id>urn:sha1:d84aeeffdba388aec7a781c35973bf404d37fe80</id>
<content type='text'>
* Update spirv-tools to for SDK v2025.2

Fixes: #6850

* bump spirv version to 1.4 for op linkage

* skip-spirv-validation for coop mat

* add skip-spirv-validation option to slang session desc

* use SPV_ENV_UNIVERSAL_1_6 for spirv-tool env target

Co-authored-by: slangbot &lt;186143334+slangbot@users.noreply.github.com&gt;

---------

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>Migrate render-test away from deprecated compile request API (#6514)</title>
<updated>2025-03-12T11:44:57+00:00</updated>
<author>
<name>Anders Leino</name>
<email>aleino@nvidia.com</email>
</author>
<published>2025-03-12T11:44:57+00:00</published>
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<id>urn:sha1:f4d5372d3354e62770b076b47892b5172223e98a</id>
<content type='text'>
* Add a simple interface parameter test

Since there's no documentation, it's nice to have a simple test case in order to
experiment with this feature of the testing framework.

* Add shader entry point attributes to tests

* Fix specialization arguments for tests

- Add some missing arguments
- Rremove one extraneous argument.

* Stop using deprecated compile request in render-test

Use a session object instead of the deprecated compile request object.
This closes issue #4760.</content>
</entry>
<entry>
<title>Prepare for render test api migration (#6498)</title>
<updated>2025-02-28T14:12:03+00:00</updated>
<author>
<name>Anders Leino</name>
<email>aleino@nvidia.com</email>
</author>
<published>2025-02-28T14:12:03+00:00</published>
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<id>urn:sha1:e4b960024972420dfc96a758bfc35e8fcbf28273</id>
<content type='text'>
* Remove tests/compute/dump-repro

The -load-repro option is no longer maintained.

This helps to address issue #4760.

* Rename ShaderCompilerUtil::Output::session to globalSession

* Remove the load-repro codepath

* Lifetime bugfix</content>
</entry>
<entry>
<title>Cleanups for render-api (#6360)</title>
<updated>2025-02-19T07:55:16+00:00</updated>
<author>
<name>Anders Leino</name>
<email>aleino@nvidia.com</email>
</author>
<published>2025-02-19T07:55:16+00:00</published>
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<id>urn:sha1:e9a63b2b3822bbc533130ead0ab8ee03b4a4250a</id>
<content type='text'>
* Clean up unused code

* Clean up support interface

* Rename the compile output requests to mark them DEPRECATED

---------

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</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>Fix D3D12Core.dll loading problem (#5315)</title>
<updated>2024-10-17T17:33:52+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2024-10-17T17:33:52+00:00</published>
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<id>urn:sha1:ee11a45ab672c57ad98092e29a10d3aba4efb6c6</id>
<content type='text'>
D3D12Core.dll had been copied to a wrong directory and slang has been using D3D12Core.dll from the system directory, C:\windows\system32.

D3D12Core.dll has to be copied from external/slang-binaries/bin/windows-x64 to build/Release/bin/D3D12 not to build/Release/bin.
The same is true for the debug build and it had to be copied to build/Debug/bin/D3D12 not build/Debug/bin.

It hasn't been a problem for Release build, because the debug-layer is not enabled for Release build and it didn't cause the version mismatching problem with D3D12SDKLayers.dll. The Release build was loaded from either build/Release/bin or from C:\windows\system32, and it didn't matter which one was used.

The Debug build, however, got into a problem where D3D12Core.dll was loaded from the system directory whereas D3D12SDKLayers.dll was loaded from build/Debug/bin and it failed to load D3D12.dll entirely. This caused D3D12 to be "Not supported" for "Windows/Debug" configuration. Note that our CI explicitly excludes DX12 tests for the "Windows/Debug" configuration with a command-line argument "-api all-dx12", and DX12 tests were going to be ignored anyway.

The actual problem was observed when WGPU is implemented. WGPU started printing explicit errors for the load failure of D3D12.dll.

See more detailed explanation:
https://devblogs.microsoft.com/directx/gettingstarted-dx12agility/#d3d12sdkpath-should-not-be-the-same-directory-as-the-application-exe

Closes #5305
Closes #5276</content>
</entry>
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