Theresa Foley
Theresa Foley
This is mostly a design note for when we finally get around to implementing the serialized module format (see also #214 for other work on that front). The whole premise...
Because of the way shader compilers have traditionally operated, many applications that rely on reflection of shader parameters need to be able to query whether or not a shader parameter...
# Background Currently Slang allows for an interface type to be used without decoration as a parameter type: void aFunction( IThing thing ) { ... } Users often prefer this...
The compiler currently has a few different notions of "profiles" that aren't implemented very completely: * There are the front-end enumerations wrapped up in the `Profile` type that correspond to...
A very common "beginner" mistake (that many experienced people continue to make to this day), is to assume that input shader code like: float3 r = (a, b, c) /...
The Basics ======= The Slang compiler supports unsized arrays as shader parameter declarations at global scope: ``` Texture2D gAllMyTextures[]; ``` That scenario seems to be working well enough for our...
Renderers that can assume modern GPU hardware, and especially those doing ray tracing, may want to use “bindless” idioms. Slang can/should simplify this task with a carefully designed language feature....
Suppose a user has: ```hlsl struct TexelLocation { float2 uv; uint lod; }; ``` And then tries to create an instance using an initializer list: ```hlsl TexelLocation loc = {...
A user was noting that there are cases where they want to have the effect of recursion up to some bounded depth, despite current GPU shader compilation targets not supporting...