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Direct3D 11 integrated two key features into the graphics pipeline: hardware tessellation and compute shaders. The former allows the video card to synthesize polygons programmatically, enabling ...
SPIR has previously been Khronos' intermediate language for compute shaders, used for harnessing the GPU's power for non-graphical workloads using the OpenCL API. It's analogous to the Direct3D ...
Direct3D 11.1 lets you use shader model 5.0 instructions at all shader stages that were previously used in just pixel shaders and compute shaders. These instructions existed in Direct3D 11.0 in ps ...
like Direct3D 11, compute shaders in OpenGL 4.3 are a subset of shader commands, as opposed to a full ANSI-C implementation like OpenCL. Supporting the new Compute Shader, all other shader stages ...
DirectX 12 debuted six years ago, introducing a new Direct3D graphics ... the full power of the GPU compute to the geometry pipeline. Essentially, mesh shaders turn the geometry pipeline to ...
The Hull Shader is where the process of tessellating an object is set up – it takes control points for a patch and then calculates the level of tessellation required. After the basis conversion ...