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Full-blown GPU execution is controlled via the Metal Shading Language. According to Apple promotional materials: "MSL [Metal Shading Language] is a single, unified language that allows tighter integration between the graphics and compute programs. Since MSL is C++-based, you will find it familiar and easy to use."
Metal is an object-oriented API that can be invoked using the Swift, Objective-C or C++17 [2] programming languages. Full-blown GPU execution is controlled via the Metal Shading Language. Full-blown GPU execution is controlled via the Metal Shading Language.
Download as PDF; Printable version; In other projects Wikidata item; Appearance. move to sidebar hide. ... Metal Shading Language; O. Open Shading Language; P. Adobe ...
OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU).
OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages.
The RenderMan Shading Language [1] (RSL or SL, for short), defined in the RenderMan Interface Specification, is a common shading language for production-quality rendering. It is also one of the first shading languages ever implemented. It defines six major shader types:
The CPU sends instructions (compiled shading language programs) and geometry data to the graphics processing unit, located on the graphics card. Within the vertex shader, the geometry is transformed. If a geometry shader is in the graphics processing unit and active, some changes of the geometries in the scene are performed.
WebGPU enables 3D graphics within an HTML canvas.It also has robust support for general-purpose GPU computations. [3]WebGPU uses its own shading language called WGSL that was designed to be trivially translatable to SPIR-V, until complaints caused redirection into a more traditional design, similar to other shading languages.