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Concepts

The core ideas behind every vgpu program, in reading order.

These ideas cover every vgpu program. Read them in order — each page builds on the previous one.

Context

init() creates the Gpu context; every surface, target, effect, and frame is created from it.

WGSL modules

Split shaders into reusable files with import and export; vgpu resolves the graph into ordinary WGSL.

Draws

draw(gpu, opts) renders geometry with custom vertex buffers — you write the vertex stage, geometry(gpu, ...) supplies the buffers.

Compilation

Pipelines compile lazily on first use; pre-warm them during load so the first frame doesn't hitch.

Effects

An effect is a full-screen fragment shader; chain effects by binding a target as another effect's input.

Passes

A pass composites any number of draws into one target; a single shader can draw directly.

Frames

frame(gpu, cb) encodes your passes and submits once; frameLoop(gpu, cb) drives animation.

Render bundles

bundle(gpu, opts, record) records draws once; replaying them each frame skips re-encoding.

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