Integrating Metal Shaderconverter Shaders

ALWAYS use when integrating Metal shader converter (commonly referred to as MSC) shaders at runtime — binding model, top-level argument buffer (TLAB), root signature resource locations, descriptor/sampler heaps, static samplers, bindless resources, vertex fetch, separate stage-in, geometry/tessellation emulation, compute dispatch, unbounded arrays, and append/consume buffers. Do NOT trigger for compiling DXIL/HLSL to metallib — use compiling-with-metal-shaderconverter for that.

apple Updated

File contents

apple/game-porting-toolkit/tree/main/game-porting-skills/skills/integrating-metal-shaderconverter-shaders commit eb3cd7fb22

Frequently asked questions

npx skillmds@latest add apple/integrating-metal-shaderconverter-shaders