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CosmicEngine/lib/All/slang/share/doc/slang/language-reference/shaders-and-kernels.md

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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