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513 B
Note: This document is a work in progress. It is both incomplete and, in many cases, inaccurate.
Graphics Shaders and Compute Kernels
This section describes the graphics and compute entry points, and their inputs and outputs.
TODO
Graphics pipeline stage entry points: (aka graphics shaders)
- fragment
- vertex
- geometry
- hull
- domain
- raygeneration
- intersection
- anyhit
- closesthit
- miss
- callable
- task
- mesh
Compute kernel entry points:
- compute