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* Fix incorrect binding index assignment for StructuredBuffer and ↵Copilot2025-10-01
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ByteAddressBuffer with DescriptorHandle (#8252) - [x] Fix segmentation fault in wrapConstantBufferElement for DescriptorHandle types - [x] Split DescriptorKind.Buffer into ConstantBuffer and StorageBuffer - [x] Update binding enums with descriptive names (ConstantBuffer_Read, StorageBuffer_Read, etc.) - [x] Update resource type mappings for correct binding assignments - [x] Update template logic to handle ConstantBuffer and StorageBuffer kinds separately - [x] Update tests to reflect correct binding assignments - [x] Split DescriptorKind.TexelBuffer into UniformTexelBuffer and StorageTexelBuffer - [x] Update TextureBuffer<T> to use UniformTexelBuffer kind - [x] Update _Texture extension to determine texel buffer kind based on access mode - [x] Update test desc-handle-1.slang to handle new DescriptorKind enum cases <!-- START COPILOT CODING AGENT TIPS --> --- ✨ Let Copilot coding agent [set things up for you](https://github.com/shader-slang/slang/issues/new?title=✨+Set+up+Copilot+instructions&body=Configure%20instructions%20for%20this%20repository%20as%20documented%20in%20%5BBest%20practices%20for%20Copilot%20coding%20agent%20in%20your%20repository%5D%28https://gh.io/copilot-coding-agent-tips%29%2E%0A%0A%3COnboard%20this%20repo%3E&assignees=copilot) — coding agent works faster and does higher quality work when set up for your repo. --------- Co-authored-by: Yong He <yonghe@outlook.com>
* Handle getEquivalentStructuredBuffer(castDynamicResource) in byte address ↵Yong He2025-09-30
| | | | | | | | | legalization pass. (#8567) This is crash that be triggered by providing custom `getDescriptorFromHandle` and use it to return access a ByteAddressBuffer from a bindless handle. Closes #8355.
* Add SPV_NV_bindless_texture support (#8534)Lujin Wang2025-09-26
| | | | | | | | | | | | | 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>
* Prepare VulkanSDK release Oct 2025 (#8525)Jay Kwak2025-09-25
| | | | Related to - https://github.com/shader-slang/slang/issues/8519
* Change default descriptor binding to be VkMutable (#7224)ArielG-NV2025-05-28
| | | * change default descriptor binding to be VkMutable
* Fix correct bindings for bindless resource model [SPIRV and GLSL] (#7131)ArielG-NV2025-05-16
| | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* Add `IOpaqueDescriptor::descriptorAccess`. (#6967)Yong He2025-04-30
| | | | | | | * Add `IOpaqueHandle::descriptorAccess`. * Update doc. * fix.
* Initial implementation of SP#015 `DescriptorHandle<T>`. (#6028)Yong He2025-01-10
* 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>