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2 changes: 1 addition & 1 deletion .github/PULL_REQUEST_TEMPLATE.md
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Expand Up @@ -30,7 +30,7 @@ instructions!
<!-- Put an 'x' in the boxes as you complete the checklist items -->

- [ ] **I have read the guidelines** on [contributions](https://github.com/AcademySoftwareFoundation/OpenShadingLanguage/blob/main/CONTRIBUTING.md) and [code review procedures](https://github.com/AcademySoftwareFoundation/OpenShadingLanguage/blob/main/docs/dev/CodeReview.md).
- [ ] **I have read the [Policy on AI Coding Assistants](https://github.com/AcademySoftwareFoundation/OpenShadingLanguage/blob/main/doc/dev/AI_Policy.md)**
- [ ] **I have read the [Policy on AI Coding Assistants](https://github.com/AcademySoftwareFoundation/OpenShadingLanguage/blob/main/docs/dev/AI_Policy.md)**
and if I used AI coding assistants, I have an `Assisted-by: TOOL / MODEL`
line in the pull request description above.
- [ ] **I have updated the documentation** if my PR adds features or changes
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4 changes: 2 additions & 2 deletions .github/workflows/ci.yml
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Expand Up @@ -18,14 +18,14 @@ on:
- '!**/analysis.yml'
- '!**/docs.yml'
- '!**.properties'
- '!doc/**'
- '!docs/**'
pull_request:
paths:
- '**'
- '!**.md'
- '!**.rst'
- '!**.tex'
- '!doc/**'
- '!docs/**'
schedule:
# Full nightly build, for the main project repo (not for forks)
- cron: "0 6 * * *"
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2 changes: 1 addition & 1 deletion CONTRIBUTING.md
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Expand Up @@ -271,7 +271,7 @@ first try is not accepted. It happens to all of us.
8. After approval, one of the senior developers (with commit approval to the
official main repository) will merge your fixes into the main branch.

Please see the [Code Review](doc/dev/CodeReview.md) document for more
Please see the [Code Review](docs/dev/CodeReview.md) document for more
explanaton of the code review process.


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6 changes: 3 additions & 3 deletions README.md
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Expand Up @@ -527,13 +527,13 @@ mechanism.

* [CONTRIBUTING](CONTRIBUTING.md) has detailed instructions about the
development process.
* [AI Policy](doc/dev/AI_Policy.md) decribes our policies on AI coding
* [AI Policy](docs/dev/AI_Policy.md) decribes our policies on AI coding
assistance tools.
* [RELEASING](doc/dev/RELEASING.md) explains our policies and procedures for
* [RELEASING](docs/dev/RELEASING.md) explains our policies and procedures for
making releases. We have a major, possibly-compatibility-breaking, release
annually in September/October, and minor bug fix and safe feature addition
release at the beginning of every month.
* Other developer documentation is in the [doc/dev](doc/dev) directory.
* Other developer documentation is in the [docs/dev](docs/dev) directory.
* You may also have luck learning a bit about the organization and
architecture of the project by reading the [DeepWiki Analysis of
OpenShadingLanguage](https://deepwiki.com/AcademySoftwareFoundation/OpenShadingLanguage).
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Expand Up @@ -16,6 +16,6 @@ Method #1:
https://github.com/debaetsd/OSL_build

Method #2:
Go through `doc/build_install/windows/Readme.md` and using batch files to install OSL cleanly!
Go through `docs/build_install/windows/Readme.md` and using batch files to install OSL cleanly!

## macOS
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Expand Up @@ -104,7 +104,7 @@ so I studied its python build script and found we can use same logic for install
It still needs some other works to make it complete for all dependencies (optional).

We will keep Pixar name on it as inspiration code (or we can keep their copyright)
You can Run the installer from: `yourpath/OpenShadingLanguage/doc/build_install/windows/build_osl.bat`
You can Run the installer from: `yourpath/OpenShadingLanguage/docs/build_install/windows/build_osl.bat`

---

Expand Down Expand Up @@ -144,11 +144,11 @@ For running batch scripts without any problem I recommend to create some base en

|

Open `doc/build_install/windows/osl_env_vars_setup.bat` in your editor and edit paths' values based on your installation folders.
Open `docs/build_install/windows/osl_env_vars_setup.bat` in your editor and edit paths' values based on your installation folders.

### **2.3 Set Flags based on your needs**

The main build launcher is here `doc/build_install/windows/build_osl.bat`
The main build launcher is here `docs/build_install/windows/build_osl.bat`

For now we can not assign pre-installed llvm so we have to build all together at once and put all of them in one directory.

Expand Down Expand Up @@ -196,7 +196,7 @@ Based on Environment Variables you set in previous sections you can just call th
**My Method:**

- Open Powershell
- Go to: yourPath/OpenShadingLanguage/doc/build_install/windows
- Go to: yourPath/OpenShadingLanguage/docs/build_install/windows
- Run build_osl.bat release

### **3.1 Running the code based on your config**
Expand Down Expand Up @@ -295,7 +295,7 @@ That's it
TIP: this process is getting better, I will update the document soon

**Conclusion:**
For easy installation you just need to setup your Environment Variables in `yourPath/OpenShadingLanguage/doc/build_install/windows/osl_env_vars_setup.bat` based on your paths
For easy installation you just need to setup your Environment Variables in `yourPath/OpenShadingLanguage/docs/build_install/windows/osl_env_vars_setup.bat` based on your paths

It is a custom setup, for example all dependencies are built before osl, because I had lots of issues on using external installation (like llvm)
and I tried this method on llvm 7, 8 and 9, all with error, so my current build setup is on llvm 11 and C++14, it can be changed in code. (I am trying to make it easy to use for changing configs with arguments)
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4 changes: 2 additions & 2 deletions doc/dev/RELEASING.md → docs/dev/RELEASING.md
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Expand Up @@ -392,7 +392,7 @@ use commit hashes to denote the range of changes you want to document.
We have found that the git-cliff output is most of what we need for the patch
releases, and can be copied into the CHANGES.md file with only some minor
editing needed. The template for the patch release notes can be found in
[Changes-skeleton-patch.md](doc/dev/Changes-skeleton-patch.md).
[Changes-skeleton-patch.md](docs/dev/Changes-skeleton-patch.md).

* Get rid of the headings that git-cliff generates. We don't use the headings
for the patch releases.
Expand Down Expand Up @@ -422,7 +422,7 @@ for a prose-based description of important changes that "tell the story" of
the year's work and will be thoroughly understood by our stakeholders who need
to understand what has changed.

* Copy all the headings from [Changes-skeleton-major.md](doc/dev/Changes-skeleton-major.md)
* Copy all the headings from [Changes-skeleton-major.md](docs/dev/Changes-skeleton-major.md)
or the previous year's release notes to get the skeleton of the major and
minor headers that you fit everything into. Note that it mostly corresponds
to sections of the git-cliff output, but with a more carefully constructed
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2 changes: 1 addition & 1 deletion src/testshade/optixgridrender.cpp
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Expand Up @@ -1171,7 +1171,7 @@ OptixGridRenderer::register_inline_functions()
// ShadingSystem attributes enable some degree of fine tuning. This
// mechanism has been added to offer a finer degree of control
//
// Please refer to doc/app_integration/OptiX-Inlining-Options.md for more
// Please refer to docs/app_integration/OptiX-Inlining-Options.md for more
// details about the inlining options.

// These functions are all 5 instructions or less in the PTX, with most of
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