Parallel Shader Compilation for Ray Tracing Pipeline States – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-03-21T20:30:26Z http://www.open-lab.net/blog/feed/ Juha Sjoholm <![CDATA[Parallel Shader Compilation for Ray Tracing Pipeline States]]> http://www.open-lab.net/blog/?p=12912 2022-08-21T23:39:14Z 2018-11-19T19:56:47Z In ray tracing, a single pipeline state object (PSO) can contain any number of shaders. This number can grow large, depending on scene content and ray types...]]> In ray tracing, a single pipeline state object (PSO) can contain any number of shaders. This number can grow large, depending on scene content and ray types...

In ray tracing, a single pipeline state object (PSO) can contain any number of shaders. This number can grow large, depending on scene content and ray types handled with the PSO; construction cost of the state object can significantly increase. The DXR API makes it possible to distribute part of the creation work to multiple threads by utilizing collections. A collection is a with type .

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