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<title>slang.git/tools/render-test/window.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>2021-03-05T00:25:58+00:00</updated>
<entry>
<title>Refactor `gfx` to surface `CommandBuffer` interface. (#1735)</title>
<updated>2021-03-05T00:25:58+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-03-05T00:25:58+00:00</published>
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<id>urn:sha1:a5ac4999b4dea546a7ef824669ab1809224b6448</id>
<content type='text'>
* Refactor `gfx` to surface `CommandBuffer` interface.

* Fixes.

* Fix code review issues, and make vulkan runnable on devices without VK_EXT_extended_dynamic_states.

* Update solution files

* Move out-of-date examples to examples/experimental

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Refactor render-test to make cross platform (#1053)</title>
<updated>2019-09-13T19:59:15+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2019-09-13T19:59:15+00:00</published>
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<id>urn:sha1:c2e5d2468ad6a38cdb8a067da0678302f6cc6066</id>
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* First pass of render-test refactor.

* Make window construction a function that can choose an implementation.

* Remove OpenGL as currently has windows dependency.

* Disable Vulkan as Renderer impl has dependency on windows.

* Pass Window in as parameter of 'update'.

* Add win-window.cpp as was missing.

* Fix warning on windows about signs during comparison.
</content>
</entry>
<entry>
<title>Share graphics API layer between tests/examples (#603)</title>
<updated>2018-06-28T18:14:48+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2018-06-28T18:14:48+00:00</published>
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<id>urn:sha1:dfe13b54286b27dd15f591455bbb86b7798285c2</id>
<content type='text'>
The `render-test` project has an in-progress graphics API abstraction layer, and it makes sense to share this code with our examples rather than write a bunch of redundant code between examples and tests.

Most of this change is just moving files from `tools/render-test/*` to a new library project at `tools/slang-graphics/`. The most complicated code change there is renaming from `render_test` to `slang_graphics`.

The existing `hello` example was ported to use the graphics API layer instead of raw D3D11 API calls. It is still hard-coded to use the D3D11 back-end and the `SLANG_DXBC` target, so more work is needed if we want to actually support multiple APIs in the examples.

I also went ahead and implemented an extremely rudimentary set of APIs to abstract over the Windows platform calls that were being made in the example, so that we could potentially run that same example on other platforms. I did *not* port `render-test` to use those APIs, and I also did not implement them for anything but Windows (my assumption is that for most other platforms we would just use SDL2, and require people to ensure it is installed to their machine before building Slang examples).</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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</content>
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