system.gpu¶
Import system.gpu to run compute and render shaders written in Dream on the GPU, and to draw into system.window windows. Mark shader functions with @compute, @vertex, @fragment or the ray tracing stage attributes, choose their compile targets with @gpu_targets, and dispatch them through the generated GpuShaders class of each module.
- AnyHitAttribute
- BuiltinAttribute
- CallableAttribute
- ClosestHitAttribute
- ComputeAttribute
- CoopShapeAttribute
- CustomDerivativeAttribute
- DifferentiableAttribute
- FragmentAttribute
- GpuAccelerationStructure
- GpuAddressMode
- GpuAtomic
- GpuBackend
- GpuBindingSlot
- GpuBlendMode
- GpuBuffer
- GpuCommandBuffer
- GpuCommandEncoder
- GpuCompare
- GpuComputePass
- GpuComputeShader
- GpuCoopMat
- GpuCoopVec
- GpuCullMode
- GpuDevice
- GpuDiff
- GpuDiffPair
- GpuDispatch
- GpuError
- GpuFeature
- GpuFilter
- GpuFrame
- GpuGeometry
- GpuHandle
- GpuHitGroup
- GpuIndexFormat
- GpuInstance
- GpuIVec2
- GpuIVec3
- GpuLoad
- GpuMat4
- GpuMath
- GpuMlpWeights
- GpuRay
- GpuRayFlags
- GpuRayQuery
- GpuRayTracingPipeline
- GpuRenderPass
- GpuRenderPassDesc
- GpuRenderPipeline
- GpuRenderPipelineDesc
- GpuSampler
- GpuSamplerDesc
- GpuStage
- GpuStageDescriptor
- GpuStageShader
- GpuStorageTexture
- GpuSurface
- GpuTarget
- GpuTargetsAttribute
- GpuTexture
- GpuTextureDesc
- GpuTextureFormat
- GpuTopology
- GpuTriangleHit
- GpuUVec4
- GpuVec2
- GpuVec3
- GpuVec4
- GpuVertexFormat
- GpuVertexLayout
- GpuWorkgroupArray
- IntersectionAttribute
- LocationAttribute
- MissAttribute
- NoDiffAttribute
- Ray tracing built-ins
- RayGenerationAttribute
- RayPayloadAttribute
- ReadonlyAttribute
- Shader built-ins
- Subgroup built-ins
- VertexAttribute