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.