Compile Metal Gaussian raster from shared Slang shaders - #109
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Summary
Metal Gaussian rasterization previously compiled a separate embedded MSL implementation when creating the backend. Compile it from shared Slang position/ellipse/alpha calculations into an embedded metallib at build time, preserving the CPU-sorted reference image and color/depth/picking behavior.
Related issue: implements the first shared-raster step of the Metal Gaussian execution plan introduced in #108.
Impact
Verification
Local runtime environment: Apple M3, macOS 15.7.9, Slang 2026.8, Xcode 16.4 Metal compiler 32023.620 with macOS SDK 15.5.
Rebuilt
hdMerlinand manually opened a local 5,834,784-particle stage in usdview with OpenUSD 26.08. Rendering completed through HgiMetal GPU-copy and the displayed image was confirmed. The private scene and local raw reports are not included in this PR.Not run: Windows/Vulkan GPU runtime, controlled performance measurements, and a native viewport image comparison. The shared Vulkan raster entry points compile to SPIR-V locally; this does not establish Vulkan GPU runtime coverage. The complete Phase 1 measurement/host-comparison gate remains open.
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