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* 8503 wgsl depth texture (#8645)Sami Kiminki (NVIDIA)2025-10-10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Add built-in type aliases for DepthTexture* and unify Sampler*Shadow Add the following type aliases: - DepthTexture1D, DepthTexture1DArray - DepthTexture2D, DepthTexture2DArray - DepthTexture2DMS, DepthTexture2DMSArray - DepthTexture3D - DepthTextureCube, DepthTextureCubeArray These match with the type aliases for non-depth textures. Also, unify the Sampler*Shadow type aliases with DepthTexture* ones. This adds the following: - Sampler2DMSShadow - Sampler2DMSArrayShadow and removes the Sampler3DArrayShadow type alias. As a side-effect, the descriptions of Sampler*ArrayShadow type aliases are fixed ("texture-sampler for shadow" ==> "texture-sampler array for shadow"). Update the slang tests to use the newly introduced type aliases instead of the custom type aliases that use _Texture<> directly. Add DepthTexture testing in hlsl-intrinsic/texture/texture-intrinsics. Do this by extracting the test logic of computeMain() in a separate function and parametrize it for non-depth/depth texture types. This adds basic coverage for the following types: - DepthTexture1D - DepthTexture2D - DepthTexture3D - DepthTextureCube - DepthTexture1DArray - DepthTexture2DArray - DepthTextureCubeArray Issue #6166 Issue #8503
* Refactor _Texture to constrain on texel types. (#6115)Yong He2025-01-17
| | | | | | | | | * Refactor _Texture to constrain on texel types. * Fix tests. * Fix. * Disable glsl texture test because rhi can't run it correctly.
* Overhaul docgen tool and setup CI to generate stdlib reference. (#5232)Yong He2024-10-08
| | | | | | | | | | | | | | | | | | | | | | | | | | | * Overhaul docgen tool and setup CI to generate stdlib reference. * Fix build error. * Write parsed doc for all decls. * fix. * fix callout. * Fix. * Fix comment. * Fix. * Delete obsolete doc tests. * Fix. * Categorize functions and types. * Fix CI. * Update comments.
* Feature/wgsl intrinsic texture gather (#5141)Jay Kwak2024-09-23
| | | | | | | | | | | | | | This PR implements the texture gather functions for WGSL. The pattern was very similar to how Metal was implemented. Before copy and paste from the Metal implementation, I had to clean up the Metal implementation to make it more readable and maintainable. Gather functions are available only for 2D and 3D textures. Their `array` and `depth` variants may or may not be supported depending on the target. `static_assert` ensures that Gather functions are available only for 2D and 3D textures. Removed incorrect use of "$p" argument for targeting GLSL.
* Implemented Combined-texture for WGSL (#5130)Jay Kwak2024-09-23
* Implemented Combined-texture for WGSL * Remove unnecessary comment * Limit to std430 layout * Fix compiler warning for unused variable --------- Co-authored-by: Yong He <yonghe@outlook.com>