head 1.1; access; symbols; locks; strict; comment @ * @; 1.1 date 2026.09.24.18.41.26; author ktnb; state Exp; branches; next ; commitid AK5A9yfwAFPPbUWG; desc @@ 1.1 log @Slang is a shading language that makes it easier to build and maintain large shader codebases in a modular and extensible fashion, while also maintaining the highest possible performance on modern GPUs and graphics APIs. Slang is based on years of collaboration between researchers at NVIDIA, Carnegie Mellon University, Stanford, MIT, UCSD and the University of Washington. The Slang compiler can generate code for a wide variety of targets: D3D12, Vulkan, Metal, D3D11, CUDA, and even generate code to run on a CPU. For textual targets, such as Metal Shading Language (MSL) and CUDA, Slang produces readable code that preserves original identifier names, as well as the type and call structure, making it easier to debug. @ text @$NetBSD$ unordered-dense doesn't have slang's special wyhash::hash use the traditional hash_bytes instead. --- source/core/slang-hash.h.orig 2026-09-23 15:08:07.633837148 +0000 +++ source/core/slang-hash.h @@@@ -135,7 +135,7 @@@@ inline HashCode64 getHashCode(const char* buffer, std: inline HashCode64 getHashCode(const char* buffer, std::size_t len) { - return ankerl::unordered_dense::detail::wyhash::hash(buffer, len); + return ankerl::unordered_dense::detail::hash_bytes(buffer, len); } template @