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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.

game-porting-skills/skills/integrating-metal-shaderconverter-shaders/SKILL.md

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# Metal shader converter — Integration Guide

## Overview

Runtime integration: Metal requirements, binding model, pipeline setup, and common failure modes. Assumes metallib files are compiled.

## References

Read the reference file for your use case before writing integration code:

| Use case | Reference file |
|---|---|
| TLAB layout, root signatures, static samplers, descriptor encoding, compute dispatch, unbounded arrays, append/consume | `references/binding-model.md` |
| Metal vertex fetch, separate stage-in function | `references/vertex-pipelines.md` |