Individual skill
compiling-with-metal-shaderconverter
ALWAYS use when compiling DXIL/HLSL to metallib with Metal shader converter (commonly referred to as MSC) via the metal-shaderconverter CLI or libmetalirconverter (IRCompiler, IRObject, IRShaderReflection) at runtime. Covers offline/runtime DXIL compilation, root signatures, reflection output, ray tracing shaders, geometry/tessellation emulation compilation, framebuffer fetch in HLSL, programmable blending in HLSL, Metal_HLSL.inc, and compatibility flags. Do NOT trigger for binding compiled shaders to encoders — use integrating-metal-shaderconverter-shaders for that.
game-porting-skills/skills/compiling-with-metal-shaderconverter/SKILL.md
Source commit 4f42344c90be22112f46becc3fb9687f423f2f88
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- Last checked
- Nov 5, 2026
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- Repository last updated
- Jun 8, 2026
- License
- Apache-2.0
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- engineering Derived category
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SKILL.mdcore · 5,003 bytesSKILL.mdcore · 5,003 bytesSKILL.mdcore · 5,003 bytesSKILL.mdcore · 5,003 bytesSKILL.mdcore · 5,003 bytesSKILL.mdcore · 5,003 bytesreferences/cli.mddoc · 1,820 bytesreferences/hlsl-metal-extensions.mddoc · 3,089 bytesreferences/library.mddoc · 8,419 bytes
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# Metal shader converter — CLI & Library
## Overview
Two modes: **CLI** (`metal-shaderconverter`) for offline/build-time compilation, **library** (`libmetalirconverter` C API) for runtime compilation. Both produce metallibs consumed by the Metal framework. Use the CLI for build pipelines and asset cooking; use the library when DXIL must be compiled at runtime (e.g., an engine that ships DXIL and compiles to metallib on first load).
For binding compiled shaders to Metal encoders at draw/dispatch time, see `integrating-metal-shaderconverter-shaders`.
## Decision Guide
| Scenario | Use |
|---|---|
| Build pipeline, asset cooking, offline shader cache | CLI |
| Compile DXIL to metallib at runtime | Library |