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<title>slang.git/docs/user-guide/07-targets.md, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<updated>2024-02-06T00:15:21+00:00</updated>
<entry>
<title>Add documentation on capability system. (#3549)</title>
<updated>2024-02-06T00:15:21+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-02-06T00:15:21+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=71439f700b845e8d8336041c6d6824f01b7c9067'/>
<id>urn:sha1:71439f700b845e8d8336041c6d6824f01b7c9067</id>
<content type='text'>
Fixes #3454.</content>
</entry>
<entry>
<title>Document that D3D11 fragment stage is optional (#3480)</title>
<updated>2024-01-24T18:23:52+00:00</updated>
<author>
<name>chloekek</name>
<email>50083900+chloekek@users.noreply.github.com</email>
</author>
<published>2024-01-24T18:23:52+00:00</published>
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<id>urn:sha1:1afa78afcf1c5db1ff065dc5b61b70fc421f8d75</id>
<content type='text'>
It is not required to specify a pixel shader when rasterizing with D3D11.
Omitting it is useful when writing to the depth buffer without writing to any
render targets.

Co-authored-by: Yong He &lt;yonghe@outlook.com&gt;</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/slang.git/commit/?id=11111e5733b189127dc2c4934d67693b9bc6e764'/>
<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>
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