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<title>slang.git/docs/user-guide/06-targets.md, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<link rel='self' href='https://git.yummers.dev/slang.git/atom?h=master'/>
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<updated>2023-12-06T20:05:07+00:00</updated>
<entry>
<title>Support visibility control and default to `internal`. (#3380)</title>
<updated>2023-12-06T20:05:07+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2023-12-06T20:05:07+00:00</published>
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<id>urn:sha1:11111e5733b189127dc2c4934d67693b9bc6e764</id>
<content type='text'>
* Support visibility control and default to `internal`.

* Fix wip.

* Fixes.

* Fix.

* Fix test.

* Add legacy language detection and compatibility for existing code.

* Add doc.

---------

Co-authored-by: Yong He &lt;yhe@nvidia.com&gt;</content>
</entry>
<entry>
<title>Fix typo in docs. (#2237)</title>
<updated>2022-05-16T19:34:18+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2022-05-16T19:34:18+00:00</published>
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* #include an absolute path didn't work - because paths were taken to always be relative.

* Fix typo in docs.</content>
</entry>
<entry>
<title>Hotfix/doc typos4 (#2067)</title>
<updated>2021-12-21T17:00:22+00:00</updated>
<author>
<name>jsmall-nvidia</name>
<email>jsmall@nvidia.com</email>
</author>
<published>2021-12-21T17:00:22+00:00</published>
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* #include an absolute path didn't work - because paths were taken to always be relative.

* Fix some typos.

* Fix some more typos.</content>
</entry>
<entry>
<title>Add layout front matter specifier for user-guide docs (#1770)</title>
<updated>2021-03-30T20:31:32+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2021-03-30T20:31:32+00:00</published>
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<id>urn:sha1:6c5b463db2125c9876435993eae51519339b6f61</id>
<content type='text'>
</content>
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<entry>
<title>Add a chapter on target platforms (#1720)</title>
<updated>2021-02-19T18:32:19+00:00</updated>
<author>
<name>Tim Foley</name>
<email>tfoleyNV@users.noreply.github.com</email>
</author>
<published>2021-02-19T18:32:19+00:00</published>
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<id>urn:sha1:e1e4220621b3bbf01d65b61a6e4f468651205b66</id>
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* Add a chapter on target platforms

The primary goals of this chapter are:

* Make users aware of just how many different ways of handling things there are across targets. If a user leaves this chapter thinking "how in the world can you abstract over all these differences?", then we have done our job, because they are primed to understand why layout and parameter binding are **necessarily** complicated.

* Help users to understand/recall the relevant capabilities and restrictions of the platforms they care about most. If somebody only cares about D3D12 and Vulkan, I want them to leave with a detailed understanding of how those two differ so they can understand the *specifics* of where the layout and parameter-binding algorithms have to treat those targets differently.

All of this could conceptually be just a background section in the layout and parameter-binding chapter, but putting it off in its own chapter avoids that one taking forever to actually get where it is going.

* Typos</content>
</entry>
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