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Copy file name to clipboardexpand all lines: docs/design/stdlib-intrinsics.md
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* $XH - Ray tracing hit object attribute
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* $P - Type-based prefix as used for CUDA and C++ targets (I8 for int8_t, F32 - float etc)
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## __specialized_for_target(target)
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Specialized for target allows defining an implementation *body* for a particular target. The target is the same as is used for [__target_intrinsic](#target-intrinsic).
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A declaration can consist of multiple definitions with bodies (for each target) using, `specialized_for_target`, as well as having `target_intrinsic` if that is applicable for a target.
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## __attributeTarget(astClassName)
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For an attribute, specifies the AST class (and derived class) the attribute can be applied to.
Copy file name to clipboardexpand all lines: docs/user-guide/02-conventional-features.md
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Rasterization, compute, and ray-tracing pipelines each define their own stages, and new versions of graphics APIs may introduce new stages.
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For compatibility with legacy codebases, Slang supports code that leaves off `[shader(...)]` attributes; in these cases application developers must specify the names and stages for their entry points via explicit command-line or API options.
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Such entry points will not be found via `IModule::findEntryPointByName()`. Instead `IModule::findAndCheckEntryPoint()` must be used, and a stage must be specified.
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It is recommended that new codebases always use `[shader(...)]` attributes both to simplify their workflow, and to make code more explicit and "self-documenting."
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