| Commit message (Collapse) | Author | Age |
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* Fix: Improper implementation in RendererBase::queryInterface
In the case an arbitrary uuid was passed to RendererBase::QueryInterface it would return SLANG_OK while the outObject is null. This is improper and unexpected from an IUnkown implementation. Additionally, the function did not call addRef() when concerning an IDevice interface.
* Fix: DebugTransientResourceHeap::queryInterface returns wrong interface
When trying to query for the transient heap if the debug layer is enabled, queryInterface would set the outObject to the inner api specific heap (ex: vk::TransientResourceImpl) and NOT the debug heap. This causes a side effect when creating a command buffer that debug wrappers would not be used. The debug version will not be returned, and this snowballs causing an access violation when trying to bind a compute pipeline state. After this fix, debug wrappers for transient heaps, command buffers, encoders, etc... wil be used correctly.
* fix weird whitespace change
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* Check the available VK extensions before using CoopVec APIs in GFX
* Remove a redundant request for cooperative vector extension for vk
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Bail from test if shader doesn't compile.
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The new option "SkipDownstreamLinking" will defer final downstream IR
linking to the user application. This option only has an effect if
there are modules that were precompiled to the target IR using
precompileForTarget().
Until now, the default behavior for SPIR-V was to use deferred linking, and
the default behavior for DXIL was to use immediate/internal linking in Slang.
This change only affects the SPIR-V behavior such that both deferred and
non-deferred linking is supported based on the new option.
To support the non-deferred option, Slang will internally call into
SPIRV-Tools-link to reconstitute a complete SPIR-V shader program when
necessary (due to modules having been precompiled to target IR).
Otherwise, if SkipDownstreamLinking is enabled, the shader returned by
e.g. getTargetCode() or getEntryPointCode() may have import linkage to
the SPIR-V embedded in the constituent modules.
Closes #4994
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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* Fix precompiledTargetModule tests
Add SPIRV-Tool linker support to gfx unit tests
and use the linker in precompileModule tests
that use precompiled modules to reconstitute
SPIRV shaders that were modularly compiled.
Fix a Slang reference count bug in the
precompile service.
* Use sm_6_6
New DXC requires higher version
for linkability.
* Rename helper function, pass by reference
* Link through slang-glslang
* Add missing files
* Fix metal
* format code
---------
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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* Move switch statement bodies to their own lines
* format
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* format
* Minor test fixes
* enable checking cpp format in ci
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* Move the file public header files to `include` dir
Close the issue (#4635).
Move the following headers files to a `include` dir
located at root dir of slang repo:
slang-com-helper.h -> include/slang-com-helper.h
slang-com-ptr.h -> include/slang-com-ptr.h
slang-gfx.h -> include/slang-gfx.h
slang.h -> include/slang.h
Change cmake/SlangTarget.cmake to add include path to
every target, and change the source file to use
"#include <slang.h>" to include the public headers.
The source code update is by the script like follow:
```
fileNames_slang=$(grep -r "\".*slang\.h\"" source/ -l)
for fileName in "${fileNames_slang[@]}"
do
echo "$fileName"
sed -i "s/\".*slang\.h\"/\"slang\.h\"/" $fileName
done
```
* Fix the test issues
* Fix cpu test issues by adding include seach path
* Update cmake to not add include path for every target
Also change "#include <slang.h>" to "include "slang.h" " to
make the coding style consistent with other slang code.
* Change public include to private include for unit-test and slang-glslang
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Co-authored-by: Jay Kwak <82421531+jkwak-work@users.noreply.github.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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* Refactor compiler option representation.
* Fix binary compatibility.
* Add a test for specifying compiler options at link time.
* Fix binary compatibility.
* Fix binary compatibility.
* Fix backward compatibility on matrix layout.
* Fix.
* Fix.
* Fix.
* Fix gfx.
* Fix gfx.
* Fix dynamic dispatch.
* Polish.
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* gfx:Add callback to IPipelineCreationAPIDispatcher
Add the callback to IPipelineCreationAPIDispatcher in Vulkan backend
in slang-gfx lib.
* gfx:add uuid for vulkan pipeline dispatcher
Add a define of SLANG_UUID_IVulkanPipelineCreationAPIDispatcher
for Vulkan specific IPipelineCreationAPIDispatcher such that
libgfx.so can have special handle to Vulkan pipeline dispatcher without
break binary compatibility.
In the RendererBase::initialize call, we will provide this new UUID when
the DeviceType is Vulkan.
* gfx: add new variable to GfxGUID
Add new variable to GfxGUID IID_IVulkanPipelineCreationAPIDispatcher
with initialization of SLANG_UUID_IVulkanPipelineCreationAPIDispatcher
to make the implementation aligned with existing
GfxGUID::IID_IPipelineCreationAPIDispatcher.
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* Bump vulkan headers
Also just use vulkan-headers as a submodule
* Add drawMeshTasks to gfx graphics pipelines
* Add DispatchMesh overload with no payload, with GLSL intrinsic
* Require spirv 1.4 for mesh shaders
* Add vulkan mesh shader feature discovery
* Add mesh shader stage bits to vk-util
* Add mesh and task shader support to render-test
* Add mesh and task tests
* Preserve "payload" specifier in task shaders
* Add mesh shader pipeline support to gfx
* Add TODO
* Add numThreads attribute for amplification stage
* Add payload to task shader test
* Drop dependency on d3dx12
* Allow passing payloads from task to mesh shaders
* regenerate vs projects
* check DispatchMesh name correctly
* Add mesh shader tests to failing tests
* Detect wave-ops feature on vulkan
* Add fuse-product to expected failures
This fails because the global varaible `count` is not initialized
* Add required extension to WaveMaskMatch SPIR-V impl
* Remove meshShader member from pipeline desc
* Identify mesh shader support on d3d12
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* Correct namespace for getClockFrequency
* missing const
* Add missing assignment operator
* Remove unused variables
* Return correct modified variable
* Use stable hash code for file system identity
* terse static_assert
* Structured binding for map iteration
* Make (==) and getHashCode const on many structs
* Add ConstIterator for LinkedList
* Replace uses of ItemProxy::getValue with Dictionary::at
* Extract list of loads from gradientsMap before updating it
* Const correctness in type layout
* Add unordered_dense hashmap submodule
* Use wyhash or getHashCode in slang-hash.h
* refactor slang-hash.h
* Use ankerl/unordered_dense as a hashmap implementation
Notable changes:
- The subscript operator returns a reference directly to the value,
rather than a lazy ItemProxy (pair of dict pointer and key)
slang-profile time (95% over 10 runs):
- Before: 6.3913906 (±0.0746)
- After: 5.9276123 (±0.0964)
* 64 bit hash for strings
So they have the same hash as char buffers with the same contents
* Narrowing warnings for gcc to match msvc
* revert back to c++17
* Correct c++ version for msvc
* Use path to unordered_dense which keeps tests happy
* Do not assign to and read from map in same expression
* Remove redundant map operations in primal-hoist
* Split out stable hash functions into slang-stable-hash.h
* 64 bit hash by default
* regenerate vs projects
* Correct return type from HashSetBase::getCount()
* correct width for call to Dictionary::reserve
* Use stable hash for obfuscated module ids
* Signed int for reserve
* clearer variable naming
* Parameterize Dictionary on hash and equality functors
* Allow heterogenous lookup for Dictionary
* missing const
* Use set over operator[] in some places
* Remove unused function
* s/at/getValue
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* added D32_S8 format
* fixed isTypelessDepthFormat format for DXGI_FORMAT_R32G8X24_TYPELESS
* added R32_FLOAT_X32_TYPELESS format to allow (depth component only) shader resource views for the D32_FLOAT_S8_UINT format.
- unsure about the changed in the vk-util.cpp: No matching VK_Format?
---------
Co-authored-by: Yong He <yonghe@outlook.com>
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP lowerCamel Dictionary.
* WIP more lowerCamel fixes for Dictionary.
* Add/Remove/Clear
* GetValue/Contains
* Fix tabs in dictionary.
Count -> getCount
* Fix fields with caps.
* Key -> key
Value -> value
Use m_ for members where appropriate.
Use lowerCamel in linked list.
* Some small fixes/improvements to Dictionary.
* Kick CI.
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* Overhaul global inst deduplication and cpp/cuda backend.
* Update IR documentation.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix a bug in Path::find
* Fix code formatting
* Fix LockFile and add LockFileGuard
* Add PersistentCache and unit test
* Replace file path dependency list with source file dependency list
* Add note on ordering in Module/FileDependencyList
* Remove old shader cache code
* Refactor shader cache implementation
* Temporarily skip unit tests reading/writing files
* Fix warning
* Reenable lock file test
* Rename shader cache tests and disable crashing test
* Testing
* Stop using Path::getCanonical
* Fix persistent cache lock and test
* Fix threading issues
* Move adding file dependency hashes to getEntryPointHash()
* Fix handling of #include files
* Allow specifying additional search paths for gfx testing device
* Work on shader cache tests
* Update project files
* Revive shader cache graphics tests
* Split graphics pipeline test
* Fix compilation
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* Consolidate crypto functions into single module
* Migrate rest of code to new crypto module
* Fix name conflict
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* Draft FileStream-based implementation for updating cache file
* File streams fully integrated into shader cache code paths; Tests will not run unless file system is on disk as file streams do not play nicely with in-memory
* Brought old code back as fallback path, but tests need to ensure previous is freed first
* Testing structure updated, beginning cleanup work
* All tests working
* Cleanup changes
* Removed an extra tab at the end of a line
* Cleanup change
* Undo externals change
* Removed redundant logic for OS vs memory file system handling of the shader cache; Removed extra helper function left over from old cache implementation
* Reverted performance change to generate contents hashes when modules are being loaded as this code path is not always followed; Contents hashing now uses a combination of hashing and checking the last modified time for all file dependencies, only reading in and hashing the contents of all files if the last modified hash does not match
* Added handling to Module::updateContentsBasedHash for file dependencies which are not from a physical source file on disk; Added test for above
Co-authored-by: Lucy Chen <lucchen@nvidia.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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* Preliminary graphics shader test
* Added test checking that a graphics shader is correctly split into two different entries
* Removed testing only addition
* Changed RequirementDictionary to an OrderedDictionary and added SerialTypeInfo for OrderedDictionary; Added entry point mangled name to the dependency hash
* Added test covering failure case discovered as part of Falcor integration
* Changed DifferentiableTypeSemanticContext::m_mapTypeToIDifferentiableWitness to an OrderedDictionary
* Added serializedAST field to Module in order to save serialized ASTs to avoid reserialization as much as possible; Added classes field to Session in order to save the output of SerialClassesUtil::create to avoid recreating as much as possible
* Changed AST hashing to hash the contents of a Module's file dependencies; Renamed all references to AST hashing to contents hashing
* Further cleanup
* Moved contents hash computation up to Linkage::loadModule and added field to Module to save the computed contents digest
* Changed PreprocessorHandler::handleFileDependency to optionally take an ISlangBlob* containing file contents and changed FrontEndPreprocessorHandler::handleFileDependency to add the source code for an included file to the module's contents digest
* Removed extraneous addToDigest call
* Fixed accidental removal of source code hash for module being loaded
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* Shader cache index integrated into RendererBase; Added test for cache eviction policy (which currently does not pass)
* Restructured main if block in getEntryPointCodeFromShaderCache; Post-rebase cleanup
* undo local testing only change
* Fixed issues causing shader cache tests to fail
* Edited gfx.slang to reflect structural changes to IDevice::Desc and to include ShaderCacheDesc; Modified how the cache is reading in the file from disk; Added a check to the cache eviction policy test that checks for correct order of entries in the cache as well as eight total expected output files for D3D12 and Vulkan
* Removed line in gfx-unit-test.cpp for local testing
* Edited .gitignore to ignore all shaders automatically generated by the shader cache tests and removed the test shaders that were previously added; Review changes, most notably with an overhaul of how the cache eviction policy test handles checking order of entries
* Ran premake; Removed local testing specific line (again)
* Removed expected comparison files from earlier commit; Ran premake
* Edited premake5.lua to also ignore the auto-generated shader files from specific shader cache tests
* Fixed weird indent in premake5.lua
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Changed all getEntryPointCode calls to use RendererBase::getEntryPointCodeFromShaderCache
* Hashing hooked up, tests pass but need to add more to fully test functionality
* checkpoint
* Checkpoint: File system creation seems functional, saving is broken
* checkpoint: Fixed filename generation from MD5 hash, shader blob might be going missing ahead of pipeline state creation
* Fixed a lot of bugs related to hash code generation, shader cache is likely working but needs further testing
* Added workaround for module loading by re-creating the test device, shader cache test functional
* Vulkan shader caching bug fixed, checkpoint commit before more refinement
* pre-ToT merge checkpoint
* checkpoint commit, improving cache keys
* Significantly expanded items included in the dependency hash for Module; Added dependency hash functions to SpecializedComponentType and RenamedEntryPointComponentType
* Temporarily disable shader cache test
* Mid cleanup changes, solution successfully builds
* Added several helper update functions to slang-md5 to help simplify usage; Added a function under ISession to compute a hash for all linkage-related items; Function renames and cleaned up some comments
* Ran premake.bat; Renamed getASTBasedHashCode to computeASTBasedHash
* Added slang unit tests for Checksum and MD5; Extended gfx shader cache test to test with multiple shader files and one shader file with multiple entry points
* Solution builds and shader cache tests pass, but at least a couple other tests now failing
* ran premake.bat
* More cleanup changes
* Added shaderCachePath field to IDevice desc in gfx.slang, gfx-smoke.slang should be functional
* ran premake
* cleanup changes; Adding test printf to getEntryPointCodeFromShaderCache to see if output can be seen in CI
* Removed debugging printfs; Added handling for getEntryPointCode() failing
* Cleanup changes; Jonathan's fixes to SerialWriter to zero initialize otherwise uninitialized memory; Change to SwizzleExpr creation to zero initialize elementCount
* Changed enable_if_t to enable_if
* Fixed enable_if
* Added test for import vs include and changes to included and imported files; Fixed build errors in CUDA; Renamed shader cache statistics fields
* cleanup changes
* Readd removed file
* Restructured computeDependencyBasedHash calls, added computeDependencyBasedHashImpl to all classes dervied from ComponentType
* Applied same restructuring to the AST hash functions
* Cleanup changes; Moved HashBuilder out to slang-digest.h and added some helper functions to streamline the process of adding items to a hash
* Cleanup; Fixed incorrect expected results for shader import and include test
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* Add gfx interface definition in Slang.
- add gfx interface definitons in Slang.
- fix slang compiler to correctly type-check `out` interface argument.
- modify gfx interface to be fully COM compatible
- add convenient ShaderProgram creation methods to gfx.
* Fix compile errors and warnings.
* Update project files
* Fix cuda.
* Properly implement queryInterface in command encoder impls.
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fixed all build errors and type conversion warnings from renames in slang-gfx.h
* Made necessary build fixes to the CUDA implementation
* Renamed ITextureResource::Size to ITextureResource::Extents
* More rename changes based on CI errors
* More renames to fix CI build errors
* Rerun tests
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* Added new typedefs for Size, Offset, Count, and Index; Replaced numerous instances of size_t in slang-gfx.h, render-d3d12, render-vk, and renderer-shared with either Size or Offset; Fixed compiler warnings for mismatched numerical types
* Renamed Index and Count to GfxIndex and GfxCount, changed to 32 bit from 64 bit
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* Vulkan: deferred shader compilation and pipeline creation.
* Fix 32bit build.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Added function to IDevice that retrieves the row alignment for the particular API; Added rowDstStride argument to copyTextureToBuffer and changed D3D12 footprint row pitch to check that the user-supplied stride is correctly aligned before assigning to the footprint's row pitch
* Changed alignment from Uint to size_t
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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* gfx: d3d12 performance optimizations.
* Fix.
* Fix unit test bug.
* Add gfx interface for directly allocating GPU descriptor tables.
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Added implementation for dispatchRays() and ShaderTableImpl, currently missing extensions and createShaderTable()
* Code written, working on finding and fixing bugs
* SBT issues fixed; Added implementation for endEncoding() to ensure the bound pipeline is properly reset; Ray tracing pipeline example successfully runs without any validation errors
* Fixed some incorrectly merged lines
* Fixed spacing
* Fixed alignment for member variables in VulkanApi
* Restart CI
* Removed accidental comment kept from merge; Changed getName() call to getNameOverride()
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* Various fixes to gfx.
* Fix.
* Fixes.
* Fix.
* gfx: support root parameter via user-defined attribute.
* Fix.
* Fix.
* Skip d3d12 tests on win x86.
* Fixes.
* gfx: support shader record overwrite.
* Fix QueyPool implementation.
* Rename to `getBindingRangeLeafVariable`
Co-authored-by: Yong He <yhe@nvidia.com>
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* Various fixes to gfx.
* Fix.
* Fixes.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Add gfx interop to allow more direct D3D12 usage scenarios.
* Fix compile error in win32.
* gfx: Implement IFence::getNativeHandle() on d3d12.
* More GFX-D3D interop interface.
* Fix cuda.
Co-authored-by: Yong He <yhe@nvidia.com>
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This allows the user application to intercept API calls to create pipeline states. This feature can be used to integrate NVAPI in the user application.
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* gfx: D3D12 and VK Fence implementation.
* Fix.
* Update project files.
* Revert project file changes.
* Remove project files
Co-authored-by: Yong He <yhe@nvidia.com>
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* gfx Mutable Root shader object implementation.
* Fix x86 build.
Co-authored-by: Yong He <yhe@nvidia.com>
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* gfx ShaderObject interface update, getTextureAllocationInfo()
* Fix render-vk compiler warnings and errors.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Added both the SharedHandle struct containing a handle and the API the handle originated from and the getSharedHandle() method to IResource, which returns a Windows system handle for the resource that can then be shared between multiple APIs (currently only fully implemented for D3D12); Added createTextureFromNativeHandle() and createBufferFromNativeHandle() to IDevice, which creates a buffer or texture resource using the provided handle (currently only fully implemented for D3D12); Added createBufferFromSharedHandle() to IDevice, which creates a BufferResource using the provided system handle (currently only fully implemented for the D3D12 to CUDA interface); Provided a proper implementation for CUDADevice::getNativeHandle(); Added several new tests testing the aforementioned implementations; Moved NativeHandle and getNativeHandle() for IBufferResource and ITextureResource up a layer into IResource and renamed to NativeResourceHandle; Modified NativeResourceHandle to be a struct containing the handle and the API it originated from and propagated these changes where appropriate
* Combined all native and shared handle representations into a unified InteropHandle struct which tracks the handle's value and source API; Modified all getNativeHandle() and getSharedHandle() variants to operate on InteropHandle and modified all affected files
* D3D12 buffers and textures are now responsible for closing their shared handles if they exist; Renamed IDevice::getNativeHandle() to getNativeDeviceHandles()
* Fixed getNativeDeviceHandles() in render-cuda to match updated method elsewhere
* Temporarily disabling existingDeviceHandleCUDA and sharedHandleD3D12ToCUDA due to currently unreproducable test failures on TC
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* Add interface for new gfx features.
* Add cuda implementation.
* Code review fixes.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
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* GFX: implement mutable shader objects.
* Revert unnecessary changes
* Revert more changes.
* Fix clang errors.
* Fix clang/gcc errors.
* Fix clang errors.
* Remove CPU test.
* Fix after merge.
* Fix after merge.
* Remove gl test
* Code review fixes.
* Fixing all vk validation errors.
* Flush test output more often.
* Fix a crash in `specializeDynamicAssociatedTypeLookup`.
* temporarily disable std-lib-serialize test to see what happens
* Fix crashes.
* Make sure cpu gfx unit tests are properly disabled on TeamCity.
* Disable cpu test.
* Fix.
* Fix cuda.
* Disable nv-ray-tracing-motion-blur
Co-authored-by: Yong He <yhe@nvidia.com>
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