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Advanced Metal Shader Optimization

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<strong>Metal</strong> at WWDC This Year<br />

A look at the sessions<br />

What’s New in <strong>Metal</strong><br />

Part One<br />

• Tessellation<br />

• Resource Heaps and Memoryless <br />

Render Targets<br />

• Improved Tools<br />

Part Two<br />

• Function Specialization and Function<br />

Resource Read-Writes<br />

• Wide Color and Texture Assets<br />

• Additions to <strong>Metal</strong> Performance <strong>Shader</strong>s

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