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  2. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    ARB vertex shader; ARB fragment shader; ARB shader objects; ARB geometry shader 4; ARB tessellation shader; ARB compute shader; GLSL shaders can also be used with Vulkan, and are a common way of using shaders in Vulkan. GLSL shaders are precompiled before use, or at runtime, into a binary bytecode format called SPIR-V, usually using offline ...

  3. Unified shader model - Wikipedia

    en.wikipedia.org/wiki/Unified_shader_model

    The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.

  4. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    The shader assembly language in Direct3D 8 and 9 is the main programming language for vertex and pixel shaders in Shader Model 1.0/1.1, 2.0, and 3.0. It is a direct representation of the intermediate shader bytecode which is passed to the graphics driver for execution.

  5. RTX (operating system) - Wikipedia

    en.wikipedia.org/wiki/RTX_(operating_system)

    Memory management – The deterministic memory pool allocated for RTX / RTX64 is taken from the system non-paged pool memory. For example, under Windows 7, the amount of non-paged pool is: for 32-bit, 1 GB to 2 GB of the random-access memory (RAM) depending on the configuration; for 64-bit, 75% up to a maximum of 128 GB.