Documentation

This page is the entry point for DeepShader's documentation. It is a work in progress — the sections below outline what it will cover.

Getting started

Create a new project, add a texture, and write your first compute shader.

Core concepts

  • Texture — a GPU texture linked to a canvas for visual output.
  • Buffer — raw GPU memory shared between processes.
  • Process — a unit of computation (a compiled WGSL shader, a camera feed, or a dataset reader) that reads inputs and writes to an output.
  • Graph — the execution order connecting textures, buffers and processes together.

Writing a shader

User shaders define a fn main(...) compute entry point. DeepShader automatically generates the surrounding bindings: a Uniforms struct (U0), the output resource (O1), and one input/uniform pair (I1/U1, I2/U2, ...) per connected slot.

Next steps

More detailed guides (graphs, buffers, camera and dataset inputs) will be added here.