A creation graph interacts with the shader system in three main ways:
- Its GPU nodes are defined using
- GPU output nodes call special linker functions to evaluate the creation graph.
- Shader instances in a creation graph are constructed using the shader system.
The last point is a technical detail that doesn’t matter for anyone extending or using the creation graph so it won’t be covered in this guide. Additional information about the
creation_graph_node shader block can be found in the Shader System Reference.
Any GPU node that can be used in the creation graph has an associated
.tmsl shader file. Most of these can be found here:
the_machinery/shaders/nodes/*.tmsl. We also supply a Visual Studio extension for this file format which adds syntax highlighting, this extension will be used in this guide.
This is the shader code for the
Sin node. It defines one input (
a) and one output (
res, which is the same type as
a). This shader file will be constructed using the shader system into a single
.hlsl function. For more information on how to create basic GPU nodes see Creating custom GPU Nodes.
This is an example of the shader code needed in the creation graph output nodes. When a creation graph node outputs a
Shader Instance and has any inputs; it should define these three functions in it’s shader code block so the graph can be evaluated. The
tm_graph_read function passes all the stage input variables to the graph (like position, color, uv, etc.). The
tm_graph_evaluate function does most of the work. It uses the
tm_graph_io_t struct to evaluate the graph by calling the functions generated by the normal nodes. Finally the
tm_graph_write function passes all the graph variable to the stage output. It is important to note that whilst the
tm_graph_evaluate function is necessary for graph evaluation; the
tm_graph_write are not, they are helper function. For more information on how to create GPU output nodes see Creating custom GPU Nodes.