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compute-shader-authoring

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更新时间2026年6月28日 03:20

Author and debug Godot 4.x RenderingDevice compute shader pipelines for GLSL, GPU buffers, image passes, sparse pixel or tile work, thread remapping, voxel occupancy, reusable compute-shader base classes, extensible GPU resource garbage collection, and multi-pass placement/generation systems. Use when writing, refactoring, optimizing, or debugging compute shaders, dispatch dimensions, barriers, push constants, sparse dispatch, voxel updates, RenderingDevice RID lifetimes, or MeshFill-style GPU pipelines. Trigger terms: compute shader, GLSL, RenderingDevice, dispatch, barrier, push constant, sparse pixel, sparse tile, thread remapping, voxel, GC, resource lifetime, 线程重映射, 稀疏像素, 稀疏调度, 稀疏瓦片, 体素, 线程重映射, 稀疏像素, 稀疏调度, 体素.

安装

用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。

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SKILL.md
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