Lines Matching refs:shaders
30 invoke a <<shaders-callable,callable shader>>.
58 or miss shaders,
61 hit, or miss shaders,
63 * code:OpReportIntersectionKHR which may: invoke any-hit shaders, and
68 closest hit, miss, or callable shaders.
79 _Pipeline trace ray instructions_ can: be used recursively; invoked shaders
143 closest hit, miss, intersection, and callable shaders.
150 <<shaders-group-operations,Subgroup operations>> are permitted in the
655 It indicates the shaders that operate on each geometry in an acceleration
665 shaders, or all zeros to refer to a zero shader group.
677 Shader binding tables are read-only in shaders that are executing on the ray
720 In order to execute the correct shaders and access the correct resources
771 calls made in the shaders.
825 Multiple miss shaders may: be executed throughout a ray tracing dispatch.
843 calls made in the shaders.
878 Multiple callable shaders may: be executed throughout a ray tracing
897 calls made in the shaders.
932 Ray tracing pipelines have a potentially large set of shaders which may: be
936 This stack must: be sized to the sum of the stack sizes of all shaders in
952 shaders in any shader groups defined by the pipeline.
957 all shaders in a call chain across all possible call chains, taking into
964 For example, if an application has two types of closest hit and miss shaders