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<title>slang.git/source/compiler-core/slang-metal-compiler.cpp, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
<id>https://git.yummers.dev/slang.git/atom?h=master</id>
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<updated>2024-10-29T06:49:26+00:00</updated>
<entry>
<title>format</title>
<updated>2024-10-29T06:49:26+00:00</updated>
<author>
<name>Ellie Hermaszewska</name>
<email>ellieh@nvidia.com</email>
</author>
<published>2024-10-29T06:49:26+00:00</published>
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<id>urn:sha1:f65d756bff8d4c5cbc15bd0322a2ae8e6b896a21</id>
<content type='text'>
* format

* Minor test fixes

* enable checking cpp format in ci</content>
</entry>
<entry>
<title>[gfx] Metal graphics support (#4324)</title>
<updated>2024-06-10T16:12:01+00:00</updated>
<author>
<name>skallweitNV</name>
<email>64953474+skallweitNV@users.noreply.github.com</email>
</author>
<published>2024-06-10T16:12:01+00:00</published>
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<id>urn:sha1:6857dd57549f01daa025f45221a693259e474958</id>
<content type='text'>
* fix double semicolons

* fix another double semicolon

* wait for init data upload

* remove obsolete setData

* refactor swapchain to work on virtual back buffers

* buffer/texture use breakable device reference

* refactor input layout

* create render command encoder

* add todo

* refactor framebuffer layout

* refactor framebuffer

* refactor shader program

* translatePrimitiveType

* add more translate functions

* refactor framebuffer

* refactor render pass

* implement graphics pipeline state

* add depth stencil state

* initial render command encoder support

* comment</content>
</entry>
<entry>
<title>work on gfx metal backend (#4287)</title>
<updated>2024-06-06T16:08:38+00:00</updated>
<author>
<name>skallweitNV</name>
<email>64953474+skallweitNV@users.noreply.github.com</email>
</author>
<published>2024-06-06T16:08:38+00:00</published>
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<id>urn:sha1:8ea3854d94eb1ff213be716a38493d601784810b</id>
<content type='text'>
* implement sampler state

* implement input layout

* implement fence object

* buffer implementation

* texture implementation

* cleanup

* add adapter enumeration

* supported formats and allocation info

* work on device and implement readBufferResource

* skeleton for transient resource heap

* initial work on command queue / buffers / encoders

* fix uploading initial buffer data

* implement buffer resource view

* string utility functions

* wip query pool implementation

* cleanup

* swapchain

* wip

* remove plain buffer view

* extend gfxGetDeviceTypeName with metal

* basic support for resource binding with compute shaders

* needed for metal bindings

* replace assert(0) with SLANG_UNIMPLEMENTED_X</content>
</entry>
<entry>
<title>Silent compiler warning about missing override keywords (#4018)</title>
<updated>2024-04-24T15:06:50+00:00</updated>
<author>
<name>Jay Kwak</name>
<email>82421531+jkwak-work@users.noreply.github.com</email>
</author>
<published>2024-04-24T15:06:50+00:00</published>
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<id>urn:sha1:211b2ffc20d7798cab0b8483ccc3ec2b7ade49ab</id>
<content type='text'>
Adding "override" keywords for member functions whereever they need.
The compiler warning was visible on CI build but not visible on local
visual studio build.</content>
</entry>
<entry>
<title>Add metal downstream compiler + metallib target. (#3990)</title>
<updated>2024-04-20T04:02:32+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-04-20T04:02:32+00:00</published>
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<id>urn:sha1:beae3a9d219dac1e4e3da9c357b25d06370388f3</id>
<content type='text'>
* Add metal downstream compiler + metallib target.

* Add more comments.

* Add missing override.</content>
</entry>
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