| Commit message (Collapse) | Author | Age |
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* Remove premake lua
* Remove premake generated vs project
* remove deps file
* Remove premake driving bat files
* Full test matrix under CMake
* Remove premake based ci workflows
* Wiggle CI
* remove cmake from ci name
* find frameworks correctly on osx
* remove cmake from ci name
* Cope with sccache not being available
* cmake based falcor tests
* ci wobble
* only install ninja if necessary
* more appropriate cache name
* Remove premake from build instructions
* Add some docs on ci setup
* remove premake from regression tests
* remove premake from perf test
* Set SLANGC_PATH
* ci wobble
* bump slang-binaries
* ci wobble
* Bump spirv tools
* dont use timestamp in cache
* remote debug code
* cache key wobble
* Install sccache after building llvm
* Do not build llvm tools
* ci wobble
* ci wobble
* ci wobble
* ci wobble
* ci wobble
* Tests spirv via glsl in ci
* Define SLANG_ENABLE_XLIB=1
* osx builds on aarch64
* ci wobble
* ci wobble
* ci wobble
* ci wobble
* ci wobble
* ci wobble
* package documentation and metadata with cmake
* ci wobble
* Split hlsl double intrinsic tests
* ci wobble
* Correct type for double log10
Fixes https://github.com/shader-slang/slang/issues/4549
* remove working test from expected failures
* add broken test to expected failures
* smaller build for falcor tests
* ci wobble
* A few exclusions in ci
* wip, release script
* Enable examples in ci
* neaten release script
* Correct building docs
* Only use xlib vulkan when slang_enable_xlib is true
* bump slang-llvm version
* Remove toolchain file use
* Bump slang-llvm preset version
* slash direction
* Improve build directions
* Add msvc cross build documentation
* Disable old release files
* Smaller set of releases for test
* Allow not building llvm
* simplify release matrix
* Cross releases
* formatting
* formatting
* ci wiggle
* ci wiggle
* cleaner
* neaten
* ci wobble
* formatting
* Install cross tools on linux
* do not clean build dir
* neaten ci
* neaten ci
* neaten ci
* remove unused release workflow files
* Build llvm on some platforms
* neaten ci
* notarize on osx
* s/x64/x86_64
* ci wobble
* Embed stdlib for release build
* wobble ci
* wobble ci
* s/x64/x86_64
* ci wobble
* ci wobble
* ci wobble
* vk-gl-cts on cmake
* neaten ci
* neaten ci
* bump cache action version
* Cope with windows being weird about case
* old glibc version
* old glibc version
* Correct action file
* Keep cache hot on main branch
* separate small script for old glibc releases
* ci wobble
* ci wobble
* Run cmake outside of docker
* only sign on releases
* Revert "Run cmake outside of docker"
This reverts commit a58aaba939a4aa35fe70962fd60d9512b143592f.
* python3 on build image
* less parallel
* ci wobble
* ci wobble
* ci wobble
* newer git
* ci wobble
* ci wobble
* Use newer docker image
* Use newer docker image
* sccache wobble
* permissions issue
* neaten
* build llvm in ci
* build llvm in ci
* Remove linux clang build in ci
* Only install crossbuild tools on non-aarch64 systems
* neaten ci.yml
* Correct github matrix
* Simplify github matrix
* ci wobble
* Disable broken test
See https://github.com/shader-slang/slang/issues/4589
* ci wobble
* Neater slang-llvm archive filename
* Neater path for uploading artifacts
* Neater ci names
* Use Windows SDK 10.0.19041.0 in cmake builds
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* 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
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Correct case of windows.h includes
* Use Slang::SharedLibrary to load directx dlls
* s/max/std::max/
* Factor common OS code in calcHasApi
* Add DXIL test for compute/simple
* s/false/FALSE for calls to WinAPI functions
* Factor common OS code in gfxGetAdapters
* 2 missing headers
d3d12sdklayers for ID3DDebug
climits for UINT_MAX
* Define out unused function on Linux
* Only try to load Vulkan and CUDA on Windows or Linux
* simplify D3DUtil::getDxgiModule
* Remove WIN32_LEAN_AND_MEAN &co from source files
Add a global define
* Set WIN32_LEAN_AND_MEAN &friends in headers
Restore previous state also
* regenerate vs projects
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* Use c++17 standard
* regenerate VS projects
* Switch to using std::invoke
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* Fix release CI script.
* Fix vs
Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix build script for macos aarch64.
* fix1
* Fix2.
* update vs files
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
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* Update VS projects to 2019.
* Empty commit to trigger build
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Added SourceLoc handling for command line parsing.
* Fix typo in debug.
* Fix issue around the DiagnosticSink used in options parsing not having a writer available - by having DiagnosticSink parenting.
* Small rename for clarity.
* WIP extracting command line args for downstream tools.
* Unit tests/bug fixes around extracting args.
* Use DownstreamArgs in the EndToEndCompileRequest
* Passing downstream compiler options downstream.
* Fix issue with endToEndReq being nullptr.
* Fix issue with diagnostics number change.
* Small improvements to how the source line is displayed if it's too long.
Default to 120, as suggested in previous review.
* Make render test use x-args parsing and CommandArgReader.
* Added missing diagnostics.
* More DownstreamArgs to linkage so can be seen by 'components'.
Added dxc-x-arg test.
* Used combination of name and args instead of two Lists, which whilst equivalent was perhaps a little confusing.
* Added documentation for -X support.
* Added test for x-args parsing diagnostic. Improved diagnostic with list of known names.
* Fix issues from merge.
* Fix lookup for -matrix-layout-column-major in render test.
* Remove commented out line.
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* Remove old code paths from render-test
Historically, the `render-test` tool was using three different code paths:
* One based on `gfx` and manual (non-reflection-based) parameter setting, used for OpenGL, D3D11, D3D12, and Vulkan
* One for CPU that used reflection-based parameter setting but shared no code with the first
* One for CUDA that used reflection-based parameter setting and shared some, but not all, code with the CPU path
Recently we've updated `render-test` to include a fourth option:
* Using `gfx` and the "shader object" system it exposes for a unified reflection-based parameter-setting system taht works across OpenGL, D3D11, D3D12, Vulkan, CUDA, and CPU
This change removes the first three options and leaves only the single unified path. A sa result, a bunch of code in `render-test` is no longer needed, and the codebase no longer relies on things like the `IDescriptorSet`-related APIs in `gfx`.
Several existing tests had to be disabled to make this change possible. Those tests will need to be audited and either re-enabled once we fix issues in the shader object system, or permanently removed if they don't test stuff we intend to support in the long run (e.g., global-scope type parameters, which aren't a clear necessity).
* fixup: CUDA detection logic
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* Refactor window library.
* Fix project file
* Fix warnings.
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* 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 <yhe@nvidia.com>
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* Make `gfx` compile to a DLL.
* Fix cuda
* Fix cuda build
* Bug gl screen capture bug.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Move reflection to reflection-api.
* Slight reorg to pull out potentially Slang internal functions from the reflection API impls.
* Remove visual studio projects
* Fix for slang-binaries copy.
* Add the visual studio projects in build/visual-studio
* Remove miniz project.
* Differentiate the linePath from the filePath.
* Improve comment in premake5.lua + to kick of CI.
* Kick CI.
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