April 2017
Intermediate to advanced
700 pages
21h 36m
English
In compute pipelines, we can use only compute shaders. But graphics pipelines may contain multiple shader stages--vertex (which is obligatory), geometry, tessellation control and evaluation, and fragment. So for the pipeline to be properly created, we need to specify what programmable shader stages will be active when a given pipeline is bound to a command buffer. And we also need to provide a source code for all the enabled shaders.
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