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* docs: Reduce typo count (#5671)Bruce Mitchener2024-11-29
| | | Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
* Markdown emphasis corrections (#5588)Ellie Hermaszewska2024-11-19
| | | | | | | | | | | | | | | | | * Add markdown formatting to extras/formatting.sh * Correct formatting in markdown * Warn on unrecognized argument in formatting script * Print all diffs in formatting script * Correct markdown emph formatting * Don't format markdown by default --------- Co-authored-by: Yong He <yonghe@outlook.com>
* Swap the term StdLib with Core-Module or Standard-Module in documents (#5414)Jay Kwak2024-10-25
| | | | This PR is limited to documents. All use of "Standard library" or "StdLib" are replaced with either "core module" or "standard modules", depending on the context.
* Support derivative functions in compute & capabilities adjustments (#4014)ArielG-NV2024-04-25
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Support derivative functions in compute & capabilities adjustments fixes #4000 PR implements derivative functions in compute shaders properly so we have the functionality for SPIR-V & GLSL. Tests reflect fragment and compute paths. PR also adjusts capabilities to correct wrong SPRI-V target capabilities for when using textures. Remarks: 1. __requireComputeDerivative(); is a intrinsic_op and not modifier since inlining will destroy the modifier. 2. Derivative mode is tied to an entry point decoration `[DerivativeGroupQuad]`/`[DerivativeGroupLinear]` or GLSL syntax ``derivative_group_linearNV`. Default is to set the mode to `[DerivativeGroupQuad]` * remove -emit-spirv-directly * fixes 1. fix minor issue fwidth change where I returned the wrong type 2. fix issue where glslang{glsl->spirv} is wrong, so we don't run that test and just run the glsl test & direct spir-v test for intrinsic-texture.slang * adjust as per review and refine code 1. add test to ensure multi-diverging-in-logic entry points work -- 2 functions which may cause computeDerivatives + 1 that uses, 1 that does not. 2. naming 3. use entry point ref graph for c-like-targets 4. reordered some code to util's and removed `static linline` since that was just for ease of coding on my end (should not have been pushed). * Grammer * split up source file + issolate GLSL emit path change. --------- Co-authored-by: Yong He <yonghe@outlook.com>
* Fix Slang documentation typos (#3961)cheneym22024-04-16
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* Update footprint-queries.mdjsmall-nvidia2023-08-01
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* Add support for texture footprint queries (#2970)Theresa Foley2023-07-10