Theresa Foley

Results 36 issues of 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...

kind:enhancement
kind:design
area:serialization

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...

kind:enhancement
area:ir
area:API
area:reflection
area:binding/layout
priority:high

# 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...

goal:quality & productivity

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...

kind:enhancement
scenario:cross compilation
area:ir
area:parser
area:semantic checking

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) /...

kind:enhancement
kind:cleanup
area:semantic checking
priority:low

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...

kind:enhancement
kind:cleanup
priority:medium
goal:forward looking
QoL-nonblocking

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....

kind:enhancement
priority:medium

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 = {...

GoodFirstBug
goal:quality & productivity
QoL-nonblocking

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...

kind:enhancement