{"id":5716,"date":"2011-09-28T11:32:15","date_gmt":"2011-09-28T08:32:15","guid":{"rendered":"http:\/\/hgpu.org\/?p=5716"},"modified":"2011-09-28T11:32:15","modified_gmt":"2011-09-28T08:32:15","slug":"spark-modular-composable-shaders-for-graphics-hardware","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=5716","title":{"rendered":"Spark: modular, composable shaders for graphics hardware"},"content":{"rendered":"<p>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 &#8212; including those that cross-cut multiple pipeline stages &#8212; 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.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 &#8212; including those that cross-cut multiple pipeline stages &#8212; cannot be expressed as reusable modules. We present a shading [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,11,3],"tags":[1797,7,455,1782,480,114,67],"class_list":["post-5716","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-computer-science","category-paper","tag-3d-graphics-and-realism","tag-ati","tag-ati-radeon-hd-5870","tag-computer-science","tag-directx","tag-hlsl","tag-performance"],"views":2376,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/5716","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=5716"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/5716\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=5716"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=5716"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=5716"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}