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Xcode 26 (#112)
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.github/workflows/codeql.yml

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@@ -17,17 +17,14 @@ jobs:
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# Only run this action if the PR isn't a draft and it is labled as a `security` PR
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if: github.event.pull_request.draft == false && contains(github.event.pull_request.labels.*.name, 'security')
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env:
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XCODE_VERSION: 'Xcode_16.4'
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name: Analyze (${{ matrix.language }})
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# Runner size impacts CodeQL analysis time. To learn more, please see:
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# - https://gh.io/recommended-hardware-resources-for-running-codeql
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# - https://gh.io/supported-runners-and-hardware-resources
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# - https://gh.io/using-larger-runners (GitHub.com only)
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# Consider using larger runners or machines with greater resources for possible analysis time improvements.
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runs-on: macos-15
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runs-on: macos-26
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timeout-minutes: ${{ (matrix.language == 'swift' && 120) || 360 }}
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permissions:
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# required for all workflows
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steps:
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- name: Checkout repository
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uses: actions/checkout@v4
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- name: Select Xcode
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run: sudo xcode-select -s "/Applications/$XCODE_VERSION.app"
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- name: Initialize CodeQL
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uses: github/codeql-action/init@v3
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with:

.github/workflows/swift.yml

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build:
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env:
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XCODE_VERSION: 'Xcode_16.4'
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runs-on: macos-15
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runs-on: macos-26
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steps:
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- uses: actions/checkout@v4
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- name: Select Xcode
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run: sudo xcode-select -s "/Applications/$XCODE_VERSION.app"
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- name: Install SwiftLint
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run: brew install swiftlint
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- name: Lint

README.md

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![Build](https://github.com/codefiesta/VimKit/actions/workflows/swift.yml/badge.svg)
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![Xcode 16.4+](https://img.shields.io/badge/Xcode-16.4%2B-gold.svg)
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![Xcode 26.0+](https://img.shields.io/badge/Xcode-26.0%2B-gold.svg)
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![Swift 6.1+](https://img.shields.io/badge/Swift-6.1%2B-tomato.svg)
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![iOS 18.0+](https://img.shields.io/badge/iOS-18.0%2B-crimson.svg)
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![visionOS 2.0+](https://img.shields.io/badge/visionOS-2.0%2B-magenta.svg)

Sources/VimKit/Geometry.swift

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@@ -8,7 +8,7 @@ import Combine
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import Foundation
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import MetalKit
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import VimKitShaders
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import struct SwiftUICore.Color
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import struct SwiftUI.Color
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// The MPS function name for computing the vertex normals on the GPU
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private let computeVertexNormalsFunctionName = "computeVertexNormals"
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computeEncoder.endEncoding()
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commandBuffer.commit()
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commandBuffer.waitUntilCompleted()
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await commandBuffer.completed()
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// Finally, write the results to a cache file and create the MTLBuffer from it
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let data = Data(bytes: resultsBuffer.contents(), count: resultsBuffer.length)
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computeEncoder.endEncoding()
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commandBuffer.commit()
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commandBuffer.waitUntilCompleted()
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await commandBuffer.completed()
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// For now, just loop through the instances on the CPU to calculate the world bounds
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// In the future we could do this on the GPU but juice really isn't worth the squeeze

Sources/VimKitCompositor/Extensions/LayerRenderer+Extensions.swift

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// Created by Kevin McKee
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//
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#if canImport(CompositorServices)
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#if os(visionOS)
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import CompositorServices
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import VimKit
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Sources/VimKitCompositor/LayerRenderer/CompositorRenderer+SpatialEvents.swift

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// Created by Kevin McKee
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//
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#if canImport(CompositorServices)
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#if os(visionOS)
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import SwiftUI
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import VimKit
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