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  • ...rrier. For the purposes of this ordering, memory transactions performed by shaders are considered to be issued by the [[Rendering Command]] that triggered the ...sourced from buffer objects after the barrier will reflect data written by shaders prior to the barrier. The set of buffer objects affected by this bit is der
    11 KB (1,628 words) - 23:16, 23 March 2015
  • === Use in shaders ===
    3 KB (513 words) - 01:07, 20 October 2019
  • ...e done on the CPU. It is left up to you as an exercise to do the same with shaders.
    4 KB (528 words) - 09:46, 3 January 2018
  • ...that generates 0 or more primitives. This is unlike [[Vertex Shader|vertex shaders]], which are limited to a 1:1 input to output ratio. A GS can also perform
    2 KB (299 words) - 15:58, 31 December 2019
  • ...="top" width="50%" colspan="2" |{{Text Block|[[Geometry Shaders]]|Geometry Shaders.}}
    2 KB (287 words) - 20:48, 21 September 2017
  • ...instance, as defined when [[Geometry Shader Instancing|instancing geometry shaders]].
    837 bytes (122 words) - 14:06, 3 January 2018
  • ...ment shader programming. Though it now supports geometry and tessellation shaders as well. Note, that Cg has been [https://developer.nvidia.com/cg-toolkit di ...ering pipelines using vertex and pixel shaders (and more recently geometry shaders).
    7 KB (1,093 words) - 21:51, 1 February 2021
  • == Access in shaders == ...annot be used with fixed-function OpenGL's texturing systems. You must use shaders to access them.}}
    4 KB (688 words) - 17:55, 27 July 2019
  • One big difference is that GLSL shaders must start with a [[Core_Language_%28GLSL%29#Version|version declaration]],
    890 bytes (140 words) - 04:31, 25 July 2013
  • All inputs from vertex shaders to the TCS are aggregated into arrays, based on the size of the input patch ...utorial]: A simple OpenGL tutorial with source code for using Tessellation Shaders. Based on VC++ 2010.
    8 KB (1,241 words) - 04:20, 12 November 2022
  • This tutorial is designed to help explain how to use indices and geometry shaders in the OpenGL 3.2 core profile. ...make the same tetrahedron using indices. We will also make use of geometry shaders, which are now a standard part of the OpenGL 3.2 specification, to create a
    6 KB (969 words) - 22:43, 1 February 2021
  • Fragment shaders can use most of the [[Sampler (GLSL)|texture accessing functions]] with ful
    1 KB (155 words) - 15:36, 12 April 2015
  • {{pagelink|:Tessellation Control Shader|Tessellation Control Shaders}} provide the following built-in input variables:
    1 KB (158 words) - 07:05, 26 July 2013
  • ...hey are textures, their multiple samples can also be fetched from [[Shader|shaders]].
    1 KB (166 words) - 14:01, 28 December 2021
  • ...rogram Object]] or [[Program Pipeline Object]] which provides the [[Shader|shaders]] for the programmable pipeline stages. Vertex shaders perform basic processing of each individual vertex. Vertex shaders receive the attribute inputs from the vertex rendering and converts each in
    13 KB (1,996 words) - 15:04, 7 November 2022
  • ...a texture to an image unit for the purpose of reading and writing it from shaders. {{param|unit}} specifies the zero-based index of the image unit to which t {{param|access}} specifies the access types to be performed by shaders and may be set to {{enum|GL_READ_ONLY}}, {{enum|GL_WRITE_ONLY}}, or {{enum|
    6 KB (854 words) - 21:05, 25 July 2013
  • There was a lot of buzz when this appeared. It was a DX9 part. Very powerful shaders.<br> These seem to be the same as Radeon 9700 but with support for longer shaders.<br>
    3 KB (457 words) - 22:34, 1 February 2021
  • ...th executable code. This is done by [[Shader Compilation|compiling linking shaders into the program]], or by [[Program Binary|uploading binary, pre-compiled d ...erations]] with {{require|4.3|compute_shader}}) will be rendered using the shaders linked into that program, as well as whatever state is set into that progra
    10 KB (1,543 words) - 16:35, 6 May 2015
  • ...certain dimensionality. These images can be [[Sampler (GLSL)|sampled from shaders]] or access via [[Image Load Store|direct image load/store]]. The images th
    1 KB (177 words) - 15:02, 12 April 2015
  • ...h a shader stage executes is specified by the nature of that stage; vertex shaders execute once per input vertex, for example (though some executions can be s ...tion used to execute the compute operation. Most important of all, compute shaders have no user-defined inputs and no outputs at all. The built-in inputs only
    12 KB (1,978 words) - 15:20, 22 April 2019

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