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OpKill
The GPU shader instruction that throws away the current pixel so it's never drawn.
In SPIR-V, OpKill (a fragment discard) stops processing the current fragment and prevents it from being written to the screen — used for things like cutout transparency, where fully-transparent parts of a texture should vanish. It's a hard 'skip this pixel' inside a fragment shader. Because it can disable early depth optimizations, it's used deliberately.
See also
- OpEmitVertex / OpEndPrimitiveThe GPU shader instructions that output a vertex and finish a shape inside a geometry shader.
- OpPhiA shader instruction that picks a value depending on which code path was taken to reach it.
- MRTWriting to several output images at once in a single rendering pass.