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<title>slang.git/tests/spirv/specialization-constant.slang, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<updated>2024-12-06T08:55:35+00:00</updated>
<entry>
<title>Support specialization constant on WGSL and Metal. (#5780)</title>
<updated>2024-12-06T08:55:35+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-12-06T08:55:35+00:00</published>
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</content>
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<entry>
<title>Fix specialization constant miscompile in glsl mode. (#5568)</title>
<updated>2024-11-19T17:03:48+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-11-19T17:03:48+00:00</published>
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Co-authored-by: Ellie Hermaszewska &lt;ellieh@nvidia.com&gt;</content>
</entry>
<entry>
<title>Support specialization constants. (#4963)</title>
<updated>2024-08-30T19:03:23+00:00</updated>
<author>
<name>Yong He</name>
<email>yonghe@outlook.com</email>
</author>
<published>2024-08-30T19:03:23+00:00</published>
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<id>urn:sha1:de83628070614ec37349c9f334ed72a54a6889da</id>
<content type='text'>
* Support specialization constants.

* Fix.

* Fix.

* Fix.

* Fix.

* Make sure specialization constants have names.

* Clean up and support the dxc [vk::constant_id] syntax.

* Fix.

* Fix.

* Fix.</content>
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