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Making it easier to work with shaders
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Author
2022-10-11
Small IR cleanups. (#2441)
Yong He
2022-08-17
Warning on lossy implicit casts. (#2367)
Yong He
2022-04-25
Fixed the implementation of RayQuery flags passed through the generic paramet...
Alexey Panteleev
2022-02-25
Improved SCCP, inlining and resource specialization passes, legalize `ImageSu...
Yong He
2022-02-16
Various gfx fixes. (#2132)
Yong He
2021-07-21
Work to mitigate SPIR-V bloat (#1914)
Theresa Foley
2021-03-16
Fix the "acceleration structure in compute" bug for GL_NV_ray_tracing too (#1...
Tim Foley
2021-03-15
Fix handling of RT accelerations structures for non-RT stages (#1753)
Tim Foley
2021-03-08
Add GLSL support for SV_InnerCoverage (#1740)
Tim Foley
2021-03-05
Add Vulkan/SPIR-V support for TraceRayInline() (#1737)
Tim Foley
2021-03-03
Add GLSL/SPIR-V support got GetAttributeAtVertex (#1733)
Tim Foley
2021-02-24
Add support for GetAttributeAtVertex for D3D (#1725)
Tim Foley
2021-02-22
Add basic support for fragment shader interlock (FSI) (#1722)
Tim Foley
2021-01-29
Fix issue when passing ray query to a subroutine (#1680)
Tim Foley
2021-01-15
Convert more tests to use shader objects (#1659)
Tim Foley
2020-07-10
CUDA/CPU varying compute inputs as IR pass (#1438)
Tim Foley
2020-04-22
Disable OptiX tests by default. (#1331)
Tim Foley
2020-04-17
Add support for global shader parameters to OptiX path (#1323)
Tim Foley