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shader-edsl-compute

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Atualizado17 de maio de 2026 às 14:23

Compute pipeline reference for the rendiation shader EDSL. Covers pipeline building , GPU unit testing, workgroup shared/private memory, barriers, built-in compute IDs, workgroup uniform load, ray tracing (wavefront compute backend), and compute-specific recipes like workgroup reduction. Use when building compute shader pipelines or writing GPU unit tests. Depends on shader-edsl-core for the stage-agnostic language primitives. Depends on shader-edsl-binding-and-typed-container.

Instalação

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