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2025-09-26Add SPV_NV_bindless_texture support (#8534)Lujin Wang
Treat DescriptorHandle as uint64_t instead of uint2. Implement target-specific SPIR-V emission with the bindless texture support. For OpImageTexelPointer, Image must have a type of OpTypePointer with Type OpTypeImage. Fix the issue by using [constref] in __subscript. Add a test coverage for various texture/sampler handle types. --------- Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
2025-09-25Prepare VulkanSDK release Oct 2025 (#8525)Jay Kwak
Related to - https://github.com/shader-slang/slang/issues/8519
2025-05-28Change default descriptor binding to be VkMutable (#7224)ArielG-NV
* change default descriptor binding to be VkMutable
2025-05-16Fix correct bindings for bindless resource model [SPIRV and GLSL] (#7131)ArielG-NV
Fix correct bindings for bindless resource model [spirv and glsl] fixes: #6952 Problem: * Currently all bindless objects are placed in the same set (fine) and same binding (incorrect behavior for vulkan). This is incorrect since as per [spec](https://registry.khronos.org/vulkan/specs/latest/man/html/VkDescriptorType.html), only 1 resource type may be written to each index inside a set (these rules are loosened with VK_EXT_mutable_descriptor_type) * This means currently generated bindings do not work in practice if we (for example) use `Sampler2D.Handle` and `Texture1D.Handle` in a shader since we would place 2 incompatible objects in the same binding-index and set. Solution: * `__getDynamicResourceHeap` was modified to allow bindings to chosen dynamically for a descriptor * use `IOpaqueDescriptor` to check compile-time information of resource types so that we can identify different resources * Using this information of `IOpaqueDescriptor`, we modify `defaultGetDescriptorFromHandle` to provide a binding model (1 resource per binding-index) which produces legal spirv/glsl. * To support `VK_EXT_mutable_descriptor_type` the function `defaultGetDescriptorFromHandle` has a set of options (`BindlessDescriptorOptions`) for a user to pick-from to support their binding model. Capabilities are not used here for flexibility purposes (specifically old shaders mixed with modern vulkan extensions). Other changes: * Added `TexelBuffer` DescriptorKind to aid in generating correct bindings * format code * Add to docs bindless changes, make AccelerationStructure use its handle directly, adjust tests accordingly --------- Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
2025-04-30Add `IOpaqueDescriptor::descriptorAccess`. (#6967)Yong He
* Add `IOpaqueHandle::descriptorAccess`. * Update doc. * fix.
2025-01-10Initial implementation of SP#015 `DescriptorHandle<T>`. (#6028)Yong He
* Initial implementation of `ResourcePtr<T>`. * Update docs * Fix build error. * Add more discussion. * Update documentation. * Update TOC. * Fix. * Fix. * Add test case for custom `getResourceFromBindlessHandle`. * Add namehint to generated descriptor heap param. * Fix. * Fix. * format code * Rename to `DescriptorHandle`, and add `T.Handle` alias. * Fix compiler error. * Fix. * Fix build. * Renames. * Fix documentation. * Documentation fix. --------- Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>