Lines Matching full:shader
34 * :ref:`Shader`: These are create, bind and destroy methods for vertex,
46 * ``set_constant_buffer`` sets a constant buffer to be used for a given shader
83 These are the means to bind textures to shader stages. To create one, specify
105 fragment shader stage. Every binding point acquires a reference
112 shader stage. Every binding point acquires a reference to a respective
123 Shader Resources
126 Shader resources are textures or buffers that may be read or written
127 from a shader without an associated sampler. This means that they
131 Shader resources are specified for all the shader stages at once using
137 by the shader resource. Writes to a shader resource are only allowed
147 shader output variable XXX_FIXME (that is if first_layer is 3 and geometry
148 shader indicates index 2, the 5th layer of the resource will be used). These
162 shader or vertex shader if no geometry shader is present.
193 NOTE: The currently-bound vertex or geometry shader must be compiled with
286 The value of ``instanceID`` can be read in a vertex shader through a system
311 :ref:`Depth, Stencil, & Alpha` testing or shader KILL instructions.
363 Number of vertex shader threads launched.
364 Number of geometry shader threads launched.
368 Number of fragment shader threads launched.
369 Number of tessellation control shader threads launched.
370 Number of tessellation evaluation shader threads launched.
371 If a shader type is not supported by the device/driver,