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* Move the file public header files to `include` dir (#4636)kaizhangNV2024-07-17
* Ray tracing validation (#4418)ccummingsNV2024-06-27
* [gfx] Metal graphics support (#4324)skallweitNV2024-06-10
* add support for callable shaders in gfx (#3460)skallweitNV2024-05-27
* [gfx] metal backend skeleton (#4223)Simon Kallweit2024-05-27
* [gfx] specify resource view buffer range in bytes (#4149)skallweitNV2024-05-13
* add missing Result to IRayTracingCommandEncoder::bindPipline (#4148)skallweitNV2024-05-11
* Implement GLSL gimageDim & memory qualifiers with optional extension(s); reso...ArielG-NV2024-03-26
* [SPIRV] Add NonSemanticDebugInfo for step-through debugging. (#3644)Yong He2024-02-28
* switch to vkCreateMetalSurfaceEXT and create metal layer in swapchain (#3627)Simon Kallweit2024-02-26
* Refactor compiler option representations. (#3598)Yong He2024-02-20
* gfx:Add callback to IPipelineCreationAPIDispatcher (#3556)kaizhangNV2024-02-06
* macos/vulkan support (#3418)skallweitNV2023-12-18
* Add Mesh and Task shader support to GFX (#3190)Ellie Hermaszewska2023-09-11
* SPIR-V WIP (#3064)Ellie Hermaszewska2023-08-15
* added D32_S8 format (#2885)kopaka18222023-05-19
* Minor tidyings around d3d usage (#2854)Ellie Hermaszewska2023-04-29
* GFX: make dispatch commands return error code. (#2625)Yong He2023-02-06
* GFX report live objects (#2609)skallweitNV2023-01-25
* Refactor shader cache (#2558)skallweitNV2022-12-12
* Initial version of DeviceLimits implemented in d3d12, d3d11, vulkan and cuda ...skallweitNV2022-11-07
* Make adapterLUID const pointer (#2494)skallweitNV2022-11-07
* Add AdapterLUID to identify GPU adapters (#2492)skallweitNV2022-11-04
* Add gfxGetAdapters function (currently implemented for D3D12/Vulkan) (#2486)skallweitNV2022-11-03
* PersistentShaderCache integration (#2453)lucy96chen2022-10-19
* Make `optimalClearValue` optional in `ITextureResource::Desc` (#2450)Yong He2022-10-13
* Add gfx debug layer trampoline for D3D12 interfaces. (#2445)Yong He2022-10-12
* Allow setting shader model upon d3d device creation. (#2442)Yong He2022-10-12
* Shader caching (#2432)lucy96chen2022-10-12
* GFX: support D3D12EnableExperimentalFeatures. (#2424)Yong He2022-09-29
* GFX: improve d3d12 performance. (#2408)Yong He2022-09-22
* Fix d3d12 implementation of `uploadBufferData`. (#2402)Yong He2022-09-19
* Run simple compute kernel in gfx-smoke test. (#2400)Yong He2022-09-15
* Call `gfx` in slang program. (#2370)Yong He2022-08-20
* Add gfx interface definition in Slang. (#2364)Yong He2022-08-16
* Changed all uses of attachment (in the context of render/depth stencil target...lucy96chen2022-05-04
* gfx: Add interop API to control descriptor heap binding. (#2211)Yong He2022-04-27
* GFX renaming work part 2: slang-gfx.h renames (#2194)lucy96chen2022-04-21
* GFX renaming work part 1 (#2183)lucy96chen2022-04-14
* Texture views/shapes tests part 1 (#2179)lucy96chen2022-04-07
* Add additional texture to texture copying tests (#2165)lucy96chen2022-03-21
* gfx: Add `ITransientResourceHeap::finish()` to avoid `Signal` after every que...Yong He2022-03-11
* gfx: restructure render-vk.cpp (#2157)Yong He2022-03-09
* Expose API-specific row alignment values (#2151)lucy96chen2022-03-08
* Use GLSL scalar layout for constant buffers. (#2147)Yong He2022-02-28
* Add isOccluded() and setFullScreenMode() to ISwapchain (#2145)lucy96chen2022-02-25
* gfx: d3d12 performance optimizations. (#2140)Yong He2022-02-23
* gfx: defer downstream shader compilation until draw/dispatch. (#2139)Yong He2022-02-20
* Optimize d3d12 mutable shader object implementation. (#2138)Yong He2022-02-19
* Various gfx fixes. (#2132)Yong He2022-02-16