| Commit message (Collapse) | Author | Age |
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* Add command-line arguments to triangle example
- Add -h/--help flag to show usage information
- Add -api flag to select rendering API (d3d11 < /dev/null | d3d12|vulkan|metal|cpu|cuda|webgpu)
- Platform-specific API availability (D3D on Windows, Metal on macOS)
- Output works for both console and WIN32 applications
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* Port first gfx unit test to slang-rhi
* port triangle example to use slang-rhi
* port platform-test to slang-rhi
* Update platform-test to throttle mouse move events
* port gpu-printing example to use slang-rhi
* port model-viewer example to use slang-rhi
* port ray-tracing example to use slang-rhi
* port ray-tracing pipeline example to use slang-rhi
* port reflection parameter blocks example to use slang-rhi
* port shader-object example to use slang-rhi
* port shader-toy example to use slang-rhi
* Port most of tests to slang-rhi
* port link-time-constant-array-size to use slang-rhi
* Fix tests and find matching tests in slang-rhi
* port autodiff-texture
* remove gfx target; port nv-aftermath-example
* update include path for shader-cursor.h
* Disabled 2 more ported tests
* fix build error
* remove gfx test
* put slang-rhi (static-lib) before slang (shared)
* format code (#7621)
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
* add debug callback
* format code (#7649)
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
* Address review comments; revert back to use SLANG_CHECK_MSG
---------
Co-authored-by: slangbot <ellieh+slangbot@nvidia.com>
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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* examples: Log stack trace on exceptions
For now, this is only implemented on Windows.
This helps to address #5520.
* examples: Print log file if there is any
* format code
---------
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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* examples: Make hello-world example exit gracefully if VK cannot be initialized
- Check if VK API function pointers are valid before using them
- Return 0 and exit if VK initialization fails
- Enable hello-world example
* examples: Fixes for ray-tracing examples
- Assert that accelleration structure buffer is not nullptr
- Check if buffer creation succeeded before proceeding
- This makes initialization not hang, but it still fails.
Therefore, the test expectations are just updated to point to another issue.
- Enable ray-tracing tests on Windows
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* Examples: Don't proceed if 'initializeBase' fails
* Examples: Only access gWindow if it's been initialized
* Examples: Free memory from CommandLineToArgvW
* Add example run step to CI
Lots of examples are still unexpectedly failing, but is one small step towards addressing
issue #5520.
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This stops adding the repo root to the include path for anything linking
with slang. This enabled a bunch of convenient includes, but might lead
to confusing behavior for anyone including slang. Not to mention
differences including it from an install vs source.
Co-authored-by: Yong He <yonghe@outlook.com>
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* Move switch statement bodies to their own lines
* format
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* format
* Minor test fixes
* enable checking cpp format in ci
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* Convert 'ray-tracing-pipeline' example into slang-test
* Convert model-view and 'autodiff-texture' examples to slang-test
* Add more error message in RecordReplay test
* Fix a shader issue in autodiff-texture
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* Move the file public header files to `include` dir
Close the issue (#4635).
Move the following headers files to a `include` dir
located at root dir of slang repo:
slang-com-helper.h -> include/slang-com-helper.h
slang-com-ptr.h -> include/slang-com-ptr.h
slang-gfx.h -> include/slang-gfx.h
slang.h -> include/slang.h
Change cmake/SlangTarget.cmake to add include path to
every target, and change the source file to use
"#include <slang.h>" to include the public headers.
The source code update is by the script like follow:
```
fileNames_slang=$(grep -r "\".*slang\.h\"" source/ -l)
for fileName in "${fileNames_slang[@]}"
do
echo "$fileName"
sed -i "s/\".*slang\.h\"/\"slang\.h\"/" $fileName
done
```
* Fix the test issues
* Fix cpu test issues by adding include seach path
* Update cmake to not add include path for every target
Also change "#include <slang.h>" to "include "slang.h" " to
make the coding style consistent with other slang code.
* Change public include to private include for unit-test and slang-glslang
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* refactor gfx buffer range to use byte range
* create buffer view with zero struct stride for ClearUnorderedAccessViewUint/Float
* create buffer descriptors on demand
* avoid copying gfx.dll
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* Various fixes to gfx.
* Fix.
* Fixes.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Fixes to GFX.
* Fix binding null resource views in d3d12.
* Fix array render target view creation.
* Add support for more primitive topologies.
* More gfx fixes.
* D3D12 feature report on conservative raster, programmable sample position, barycentrics and ROV.
* Add QueryPool::reset.
* Fix resource setDebugName.
* Dynamically expanding GPU descriptor heap.
* Render passes without render targets (null frame buffer).
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Various fixes.
* Add nested parameter block test.
* Remove slang-llvm licence info
* Ingore slang-llvm/ directory.
* Fixup.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Added instancing support to Vulkan, drawInstanced() test image is upside-down
* Fixed inverted drawInstanced() test output by changing Vulkan viewport convention
* Replaced vkCmdDraw with vkCmdDrawIndexed in all non-indirect indexed draws, drawIndexedIndirect test now working for Vulkan
* Moved index and vertex buffer binding into setIndexBuffer and setVertexBuffers; Defaulted countBuffer to nullptr and countOffset to 0 and added a check for non-null countBuffer to drawIndirect and drawIndexedIndirect in Vulkan; All Vulkan draw tests working (but D3D12 tests broken)
* Added support for drawInstanced and drawIndexedInstanced to D3D11 and added tests for both, however D3D11 tests are currently disabled due to readTextureResource assuming a fixed pixel size (among other possible problems); Fixed issues causing D3D12 tests to fail after major back-end fixes to get Vulkan up and running
* Removed testing function for dumping images and some other commented out code
* Removed some commented out code
* Fix initializer list causing builds to fail (attempt 1)
* Removed initializer list for VertexStreamDesc in createInputLayout() and fill in struct fields normally (build fix attempt 2)
* Removed default values from VertexStreamDesc and changed all initializer lists to reflect this change
* Moved applyBinding before setVertexBuffer in RenderTestApp::renderFrame() to ensure the pipeline has already been bound before vertex buffers are
* Changed D3D11's readTextureResource to calculate pixel size using format-specific size information; Removed wrapper around D3D11 instanced and indexed instanced draw tests
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Co-authored-by: Yong He <yhe@nvidia.com>
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* gfx: D3D12 and VK Fence implementation.
* Fix.
* Update project files.
* Revert project file changes.
* Remove project files
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Format list updated with additional formats supported by both D3D and Vulkan; D3DUtil::getMapFormat() and VkUtil::getVkFormat() updated to include additional formats; GFX_FORMAT() updated with all additional formats (BC compression unfinished)
* Finished updating GFX_FORMAT with newly added formats and sizes; Pixel size is now tracked using the FormatPixelSize struct containing the values for bytes per block and pixels per block to accomodate BC formats; Updated gfxGetFormatSize and associated sub-calls to return FormatPixelSize instead of uint8_t; Most calls to gfxGetFormatSize() updated to reflect changes, a couple calls still unupdated
* Changes to accommodate new formats finished, debugging slang-literal unit test
* First format unit test working
* One test added for BC1Unorm and RGBA8Unorm_SRGB, both passing
* Refactored format testing code to merge BC1Unorm and RGBA8Unorm SRGB into a single file
* All unit tests added for BC and Srgb formats
* Most tests added and working; Added five additional formats (still need tests) and made the appropriate changes to support these; createTextureView() modified for D3D11, D3D12, and Vulkan to take into account the format specified in the texture view desc when the texture's format is typeless
* Format enums renamed to more closely match their D3D counterparts; Added a universal float and uint buffer and buffer view for use across all Format tests
* Remaining tests added; D3D12 tests pass, but Vulkan crashes in BC1_UNORM and D3D11 spits out a bunch of D3D11 Errors (but supposedly passes)
* re-run premake
* Added Sint versions of test shaders; Vulkan and D3D11 tests also pass
* Size struct for format unit tests no longer use initializer lists
* Fixed a Size struct missed in the previous pass
* Fixed minor bugs causing tests to fail
* Added documentation detailing all currently unsupported formats
* Skip tests causing unsupported format warnings due to swiftshader
* updated several test using old Format enum names
* Revert change to compareComputeResult() that was added for debugging purposes
* DEBUGGING: Added prints to identify which formats are failing on CI
* Reverted attempted debugging changes; Fixed texture2d-gather.hlsl to use updated Format enums
* Fixed incorrect array sizes in d3d11 _initSrvDesc()
* Commented out further tests that produce unexpected results when tested for Vulkan with swiftshader
* Revert "Merge branch 'expanded-format-support' of https://github.com/lucy96chen/slang into expanded-format-support"
This reverts commit 20008f0d3ecc3b1405ecac8c138edaa3cd37ed6b, reversing
changes made to 6081e95827315fee50e18409394d5abd62fac787.
* Added a fuzzy comparison function for use with floats
* submodule update
* Revert messed up changes caused by previous revert after automatically merging on github
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* Experimental DXR1.0 support in gfx.
- Add `dispatchRays` command.
- Add `createRayTracingPipelineState` method to construct a D3D ray tracing state object from a linked slang program and user specified shader table.
Limitations/simplifications: no local root signature support, shader table entries contains only shader identifiers and is specified at pipeline creation time, owned by the pipeline state object.
* Root object binding for raytracing pipelines.
* `maybeSpecializePipeline` implementation for raytracing pipelines.
* Add ray-tracing-pipeline example.
* Fixes.
* Update README.md
* Update comments on the lifespan of specialized pipelines
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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