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Spark: Modular, Composable Shaders for Graphics Hardware
DOI:10.1145/1964921.1965002.png)
摘要
En 中文
In creating complex real-time shaders, programmers should be able to decompose code into independent, localized modules of their choosing. Current real-time shading languages, however, enforce a fixed decomposition into per-pipeline-stage procedures. Program concerns at other scales-including those that cross-cut multiple pipeline stages-cannot be expressed as reusable modules. We present a shading language, Spark, and its implementation for modern graphics hardware that improves support for separation of concerns into modules. A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extended and composed using object-oriented inheritance. In our tests, shaders written in Spark achieve performance within 2% of HLSL.
Keyword:
shading language
graphics hardware
modularity
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4.7K
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