Hlsl compute shader example gpu. A Shader object can contain multiple shader variants.


Hlsl compute shader example gpu To determine whether that model is drawn, the instance count is toggled between 0 and 1. But first, a bit of background on compute shaders and how they work with Godot An efficient way to develop and debug complex HLSL Compute Shader is to compile it to C++. In the previous article we made an extremely simple compute shader that doubled numbers in place. hlsl. This language is close to the C language, and uses a reduced instruction set dedicated to GPU computing. For general information on variants, see Shader variants A verion of a shader program that Unity generates according to a specific combination of shader keywords and their status. Trying both options, i found the compute shader approach pretty interesting- to me, this was not only far easier to implement than the Apr 1, 2021 · This is why your compute shader is so slow: You are, at most, using only 1/32 of your GPU. The following command would compile the shader and generate the disassembly for the latest supported target GPU: We’re going to start with some basic of compute shaders and then hopefully move on to examples of solving real world problems. The D3D11_TRACE_STEP structure can help you get the message passed by printf from HLSL, an example would be the following, which seems okay at first glance (although written in D) : Jul 15, 2014 · - Give an example of the techniques that runs on Windows Desktop OpenGL and Android OpenGL ES 3. Jun 30, 2021 · Mainly performance-wise, because I imagine that the initialization has to happen as part of the whole shader program. Here’s a minimal example of a compute Feb 12, 2012 · (or so I assume because it specifically says "race condition writing to shared memory") My example is obviously not making much sense since each thread group would write to the same location of OutputBuffer, I just quickly threw something simple together to illustrate my issue, my actual compute shader takes this into consideration. Most real-world Dec 9, 2023 · A . There's also Betsy but that one is written in GLSL, and possibly some others. More info See in Glossary using Metal graphics API Jul 15, 2019 · Let’s assume that we are trying to compile FillLightGridCS_8. The goal is to (as I'm sure you've guessed) get noise generation and mesh computation using marching cubes onto the GPU using Compute Shaders (or whatever shader is best suited to this kind of work). The available APIs let you access GPU devices, allocate GPU buffers and textures, move data between them and the RAM, write compute shaders entirely in C# and have them run on the GPU. You can use keywords to produce multiple variants of compute shaders, the same as you can for graphics shaders. a screen clear or copy. Apr 6, 2023 · The problem is that I therefore have to implement each function twice. NET developers! 🚀 Aug 13, 2023 · Compute Shader. but I realised that it might take more than one blog post (and a lot more work) to properly explore the topic, so below is the first installment. The main difference, however, is that they run outside the main rendering pipeline, meaning that they don’t have to be used just for object materials or post-processing effects. Compute shaders in Unity closely match DirectX 11 DirectCompute technology. 0 Dec 10, 2020 · The pixel shader on the GPU runs pixels in simd groups, called wavefronts. SetBuffer("_Data", dataBuf); Edit. There are also a number of compute shaders in the MiniEngine DirectX demo. The sum is a double. with a . To build a Compute object (the one running the compute shader), you need (obviously) a shader blob (you can build it using the compushady. Then, the grass shader will sample the interactable map with it’s world positon therefore create a illusion that objects interact with the grass. It is working But threadID variable (in main function) is always returning 0,3,6,9,12,15 not 0,1,2,3,4, ComputeSharp is a . The samples are based on a custom MonoGame fork, that adds tesselation, geometry and compute shaders. hlsl, and, for simplicity, that the . Without going too much into details, what we need to know for writing our compute shader is that we can create groups of threads that will have some shared memory and will be able to run concurrently. DrawProceduralIndirect. g. Nov 11, 2013 · If you try to bind vertexTable2 to your vertex shader, but the resource is still bound as compute shader output, the runtime will automatically set your ShaderView to null (which will in turn return 0 when you try to read it). Similar to normal shaders, Compute Shaders are asset files in your project, with *. hlsl -Fo CS. They are written in DirectX 11 style HLSL language, with minimal amount of #pragma compilation directives to indicate which functions to compile as compute shader kernels. compute shader: float Function(float3 p) { return length(p); } You can specify individual GPU features with the #pragma require directive, or specify a shader model with the #pragma target directive. 03 Each sample is in a separate branch of this repository, so don't use this branch here, pick a sample from below first. Compute shaders (CS) are shader programs that run on the GPU, much like the shaders we already know. SetData(bArr) and bind the buffer to your shader mat. Sample I can see the GPU usage go up from compute shader but HLSL-only or GLSL-only compute shaders. Computing the sum with multithreading produce the wrong result, even when introducing the spin lock to avoid conflict when computing the sum. So for example, tex0 is a Texture2D object in a shader model 5 hlsl program: Texture2D tex0 : register( t0 ); // in a vertex shader program uint2 pos_xy = { 0, 1 } ; texelColor = tex0[ pos_xy ] ; Jul 15, 2015 · It can be used for shader tracing, basically. Platforms where compute shaders work: Windows and Windows Store, with a DirectX 11 or DirectX 12 graphics API and Shader Model 5. hlsl is the input file Aug 25, 2021 · A compute shader is an Microsoft High Level Shader Language (HLSL) programmable shader that uses generalized input and output memory access to support virtually any type of calculation. This guide is organized as follows: Jan 7, 2024 · To be fair it’s a lot more complicated on a GPU! Shaders run in batches of thousands or even millions of threads, and run on a completely separate processor than what the OS and all of its facilities run on. cs" on the "MainCamera" game object: Is the main class in the project. Define the indirect commands; Create a graphics and compute root signature; Create a shader resource view (SRV) for the compute shader Jul 30, 2013 · A four-byte YUYV will yield 2 three-byte RGB values, for example, Y1UY2V will give R1G1B1(left pixel) and R2G2B2(right pixel). Since then I’ve learned of quite a few more: vuda, which runs (SPIR-V) compute workloads using an API similar to the CUDA host API. Aug 20, 2021 · Texture sampling uses the texel position to look up a texel value. Compute shaders. A Compute Shader that outputs screen space coordinates to our assigned buffer. So, compute shader might be a good choice. Workgroups can be tought of as smaller computers that run in parallel and are therefore completely independent of eachother. Depending on the engine you use, shaders file contents can vary but you will find here the common denonimator for writing hlsl. Overview: This project is an Unreal Engine 5 plugin that demonstrates compute shader integration with the Niagara particle system. This method can be invoked within a pixel shader, but it is not supported in a vertex shader or a geometry shader. all R1G1B1 and the texture coordinates for right pixels i. Derivative and sample operations in amplification and mesh shaders are supported if the appropriate capability bit is true. all R2G2B2. This step is perform in another compute shader, but wheather to use compute shader is optional. As PereAllenWebb points out, this can be also used for inverse FFT. This will be a small series aimed at game and graphics programmers who want to know about the theory of compute shaders, and how to write compute pipelines & shaders in DirectX 12 with C++. Returns the index of the shader invocation’s lane in the wave / subgroup WaveIsHelperLane() [DX] / gl_HelperInvocation [VK] In a pixel / fragment shader, returns true if shader invocation is used only for derivatives (ddx, ddy) for the quad WaveOnce() [DX Only] Only run code for one lane wave / subgroup. It is extremely likely that better real-time compute shader texture compressors are possible, the two above are just the ones I found that were already written in HLSL. Jun 14, 2022 · To my understanding, there are two kinds of barriers in compute shader. However, it is possible to either prevent translation to other languages (that is, only keep HLSL platforms), or to write GLSL compute code manually. Oct 9, 2017 · Using a C# script in the Unity3D game engine to control a HLSL compute shader, I'm trying to generate pseudo random numbers on the GPU and store them in a Texture2D. 0 GPU. In the GPU method, a "compute shader" is called. The sampler state contains the sampling and filtering options. The problem is that when writing to the buffer, it seems that only the ALPHA ( w ) value gets written nothing else. NET library to run C# code in parallel on the GPU through DX12. cs" script on the "Example" game object: Creates the instance data and sends it to the Indirect Renderer class. The D3D12ExecuteIndirect sample demonstrates how to use indirect commands to draw content. NET developers! 🚀 - 3. SV_TARGET { return shaderTexture. Feb 2, 2022 · At worst I expected it to be a noop, but in reality for a 4k (3840 x 2160) compute shader it adds almost 200ms to a previously ~1. I'm trying to use the x value of SV_DispatchThreadID as the index of my particle array (as it is shown in some example on the web). Computing the sum with a single thread and a double loop produce the correct result. Doing this on the CPU is no problem using a stack or similiar structure but ideally I want to do this in the middle of a Compute shader execution which runs over the entire texture. Apr 8, 2021 · Like other programmable shaders (vertex and geometry shaders for example), a compute shader is designed and implemented with HLSL but that is just about where the similarity ends. Once you have achieved that you can leverage your IDE debugging features that you normally use with C++ like memory and variable look-up etc. metal vulkan d3d11 compute-shader bc7 texture Implemented using HLSL compute shaders through Apr 20, 2021 · RESOLVED: Any device that supports Shader Model 6. An offset can be applied to the position before lookup. NET library to run C# code in parallel on the GPU through DX12 or D2D1 and dynamically generated HLSL compute shaders. Is there a way to reference functions directly in C# when they are defined in a Compute Shader (HLSL)? Example. Oct 31, 2020 · To compile out shader we are going to execute the following command (previous of running our program)\ dxc. Once a shader is compiled with this lib, it's basically exactly like any HLSL shader you could've written yourself. Create one via Assets / Create / Shader / Compute Shader. I tried both a version that actually use all the samples and averages them and one that just hard-pick one of the samples, makes no difference. But even more than graphics, compute has a lot of use-cases, and this chapter only gives you a glimpse of what's possible. In the C# component we create we reference our compute shader via a variable of the type ComputeShader. cpp. It's part of the CUDA SDK. Compute shader assets. All sorting algorithms included in GPUSorting utilize wave/warp/subgroup (referred to as "wave" hereon) level parallelism but are completely agnostic of wave size. Unlike graphics shaders compute shaders can’t just be assigned to a material and via that to a object. Quad Read functions should be supported on Shader Model 6. 1. Though, I must note here that if you want your compute shader based program to work on every of those platforms, you have to take into account the differences between those different graphics APIs. You don't need to build the fork in order to run the samples, as they use prebuilt NuGet packages. compile function) and the resources (buffers and textures) you want to manage in the shader itself. While DX10 standard supports 1024. You will find example code pieces here written as HLSL compute shaders. hlsl file and the rest of this sample’s shaders are located under C:\sample on our system. Luna, isbn 978-1-942270-06-5) Jul 26, 2020 · Executing Compute Shaders 🔗︎. Nov 6, 2020 · To calculate the positions on the GPU we have to write a script for it, specifically a compute shader. Let’s assume that we are trying to compile FillLightGridCS_8. My RwStructured output buffer has a data format of R32G32B32A32_FLOAT. A Shader object can contain multiple shader variants. Feb 24, 2021 · Limiting the number of threads this way is fine, yes. so where -T is the profile, in this case compute shader model 5. It initializes all the buffers and compute shaders and then dispatches the compute Let’s assume that we are trying to compile FillLightGridCS_8. The input to the tool is a JSON model that defines resources, dispatchables (compute shaders, DirectML operators, and ONNX models), and commands to execute. I am following the great article by David Kuri on the topic. If the code currently executing would not change based on which pixel is being rendered the code only has to be run once for the entire group. Apr 21, 2022 · Create a shared array in the compute shader with an appropriate size; Compute shader first loads all the pixels accessed by the workgroup into the shared memory; A memory barrier (in the shader, not on the CPU side!) makes sure shared memory writes are synchronized between threads within workgroup; Compute shader does the usual Gaussian blur A . Instead we trigger the execution ourselves from c# code. NET library to run C# code in parallel on the GPU through DX12, D2D1, and dynamically generated HLSL compute and pixel shaders. They are written in DirectX 11 style HLSL language, with a minimal number of #pragma compilation directives to indicate which functions to compile as compute shader kernels. This restricts it to just Windows and GPU/WARP execution (ie. Feb 6, 2014 · New to shaders in general, and I feel like I'm missing something pretty fundamental about Compute Shaders and how they work. Once in the Compute Shader and once in C#. My Question. This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows. This topic shows how to create a compute shader. The problem: Nov 30, 2021 · However you can’t use a compute shader with Shader Graph, not directly. This makes the code base harder to maintain. A compute shader performs arbitrary calculations on the GPU. Compute shaders are programs that allow us to execute arbitrary code on the GPU. A ComputeBuffer class which allows us to make a GPU resource that we can read and write from via compute shaders. It also demonstrates how these commands can be manipulated on the GPU in a compute shader before they are issued. The following command would compile the shader and generate the disassembly for the latest supported target GPU: Hey there! Let’s talk about compute shaders and how we can write our own with DirectX 12. It'll become the GPU equivalent of our FunctionLibrary class, so name it FunctionLibrary as well. shaders. The tutorials I've seen online quickly go too in depth into gpu hardware specifications, so I didn't pick up much from that. Since its totally doable using regular fragment shader to render the interactable map. More info See in Glossary assets are files in your project. Getting started 📖 · Sergio0694/ComputeSharp Wiki Feb 28, 2022 · 1. Each way has its own module. I hope that this repo is a good place to start playing with UE5 graph builder Real-time software rasterizer using compute shaders, including vertex processing stage (IA and vertex shaders), bin rasterization, tile rasterization (coarse rasterization), and pixel rasterization (fine rasterization, which calls the pixel shaders). Here's the compute shader code that perfroms the list building: May 21, 2018 · It is not a step-by step tutorial, but rather introducing algorithms, data structures, ideas and optimization tips. I want to have a StructuredBuffer<byte> in my compute shader. Performance Jul 7, 2021 · The next part of the process is to create the compute pipeline that will be used to run the compute shader on the GPU. Compute shaders are a promising approach to tap the power of GPU compute in a portable way, but it's not easy to get started. When changing the HLSL source code, the byte code can be recompiled by launching Shaders\compile_all. The following command would compile the shader and generate the disassembly for the latest supported target GPU: Apr 30, 2020 · A challenge for GPU compute infrastructure. shadeup. Here is the shader Jul 22, 2020 · To understand the difference, a bit of hardware knowledge is required: Internally, a GPU works on so-called wave fronts, which are SIMD-style processing units (Like a group of threads, where each thread can have it's own data, but they all have to execute the exact same instruction at the exact same time, allways). Jan 12, 2013 · GPUs do things in parallel, so we’ll create an independent instance of the PRNG for each work item—vertex, pixel, or compute-shader thread. To clean your Compute Shader, call this on your device context one you're done with dispatch: Jan 3, 2023 · You can do this with standard pipeline no need for compute shaders: render rectangle covering screen/image/whatever. Nov 23, 2016 · Additionally you have to create a gpu buffer, that you can then bind to your shader: ComputeBuffer dataBuf = new ComputeBuffer(bArr. 2ms shader runtime. 6 should be able to support derivative and sample operations in compute shaders and quad operations in all shaders. Dec 15, 2011 · Yes, sampling a texture from a vertex shader is very easily done in Shader Model 5. For example, Metal won't support more than 256 threads per axis. 01-setup-raytracing-master Create the controller script which invokes the compute shader. When executing a compute shader, the GPU creates workgroups. There are multiple parts I will write about: computing SPH, N-body simulation, dynamic hashed grid acceleration structure. Workgroups are not guarranteed to be executed in a Dec 15, 2019 · I'm trying to transform a texture to the frequency domain via a compute shader in unity/CG/hlsl, i. This is how I am currently handling it, but it doesn't seem to be working as intended because some data still persists in the next dispatch. Lets start with the HLSL shader we are going to run: [[vk::binding(0, 0)]] RWStructuredBuffer<int> InBuffer; [[vk::binding(1, 0)]] RWStructuredBuffer<int> OutBuffer; [numthreads(1, 1, 1)] void Main(uint3 DTid : SV This tutorial will walk you through the process of creating a minimal compute shader. Right now, this full-screen effect uses stenciling to avoid writing to pixels which it should not affect, and I would like to mimic that behavior with my compute shader. The associated HLSL byte-code files are in Shaders\Bin\ and are included in HBAO_DX11_LIB. The resulting output is written to a buffer or a texture, which can then be consumed by other shader stages, or downloaded to the CPU. A ComputePipeline class, which compiles our compute shader, and uses it to create a pipeline we can use with our command list. in fragment shader compute the edge (1st derivation) so for each fragment fetch corresponding 2 (or 3 if done both derivations in one step) texels compute the resulting color and output it A simple sample that uses vulkan. To create a compute shader: HLSL is the C-like high-level shader language that you use with programmable shaders in DirectX. A ComputeRenderingStage Sep 19, 2019 · Background: I need a spin lock because I have to compute a sum of data in a large 2 dimensions array. The available APIs let you access GPU devices, allocate GPU buffers and textures, move data between them and the RAM, write compute shaders entirely in C# and have them You can specify individual GPU features with the #pragma require directive, or specify a shader model with the #pragma target directive. Usually this is indicative of a trivial shader ran at scale, e. I'm trying to read pixel values from a texture and output an array of basis function coefficients. "_Example. on the ATI HD6970 we have 24 units), and each one can be used to run a group of threads. How to create a mesh on gpu; How to use shader graph with a custom function to draw a mesh using Graphics. The shader cody is basically 1:1 with the original C# source code. Length, sizeof(int)). Given texture coordinates in pixel shader increased gradiently, how could I differentiate between the texture coordinates for the left pixels i. But, be aware that an early return like this doesn't actually save (as much) work as you'd expect: Oct 13, 2023 · Mesh nodes are a new type of leaf node in work graphs that, unlike all other nodes, does not invoke a compute shader, but dispatches a mesh-shader graphics pipeline instead. Oct 24, 2009 · DirectX11 comes with a FFT example for compute shaders (see DX11 August SDK Release Notes). On a GPU we have several SIMDs (e. Edit: If you just want a fast FFT, you could try the CUFFT, which runs on the GPU. In this chapter, we learned how to use compute shaders to offload work from the CPU to the GPU. DxDispatch is simple command-line executable for launching DirectX 12 compute programs without writing all the C++ boilerplate. NET library to run C# code in parallel on the GPU through DX12 and dynamically generated HLSL compute shaders. Finally, load your array onto the gpu dataBuf. I have a problem with array indexing on GPU in Compute Shader and I'm stuck with it for weeks. - microsoft/DirectX-Graphics-Samples GPUSorting aims to bring state-of-the-art GPU sorting techniques from CUDA and make them available in portable compute shaders. how would i go about that? i am really new to compute shader's so i'm a bit lost. Without compute shaders, many effects in modern games and applications would either not be possible or would run a lot slower. Besides a computer, you need: A text/code editor of your choice; A windows version that supports the Microsoft Agility SDK; Optional: Graphics diagnostic tools for debugging. Despite those issues, Vulkan/SPIR-V does actually provide a printf that’s available from both GLSL and HLSL 1. It supplements a presentation including a video and slides. Or you could use HLSL to write a compute shader, perhaps to implement a physics Aug 23, 2016 · That's what the classic DirectX SDK sample HDRToneMappingCS11 is doing. barrier function of glsl, which is used to control the execution of shader codes and makes sure that the preceding write operation is truely happened before the posterior read operation. Other interesting DirectCompute shaders can be found in FluidCS11, NBodyGravityCS11, and BC6HBC7EncoderCS. High Level Shading Language. Apr 7, 2023 · Hello, in a recent effort of gaining performance when moving 5000 enemy units (gameObjects, RTS like game) through one manager script (DOD style), i tried different approaches, including: JobSystem+Bursty, and GPU multithreading with HLSL compute shaders. Below is a proof of concept demo project showing how to debug a sample DirectX HLSL Compute Shader: Jun 18, 2013 · I then run a second compute shader, which processes all the indices, and applies collision detection to those particles. We also create a integer to store the Nov 8, 2024 · As a person taking this tutorial, you need to know HLSL, C++, Direct3D12, and have a basic understand of how GPU compute shaders work. Here’s the shader This is a project to learn about Compute Shaders and Ray Tracing in Unity. A shader model is a shorthand for a group of GPU features; internally, it is the same as a #pragma require directive with the same list of features. exe -T cs_5_0 -E main CS. This repo contains sample code to help you get started writing applications using compute shaders. Not to say don't focus on reducing VGPRs, as it's a noble and good endeavor for increasing occupancy. Jun 15, 2010 · I am trying some experiments in fractal rendering with DirectX11 Compute Shaders. There are a number of different ways this can be achieved. NativeAOT Welcome to the ComputeSharp wiki!ComputeSharp is a . . However, in the second compute shader, I'd estimate that about 5% of the indices are wrong - they belong to other particles, which don't support collision detection. Then we just need to seed them with different values, e. 0, using operator[ unint2 ] on any Texture2D object. The HLSL source code of the shaders is located in the Shaders\Source\ directory. hpp to run a compute shader in the GPU - mcleary/VulkanHpp-Compute-Sample May 12, 2022 · Is it maybe possible to simply run the shader multiple times, with different ranges of heightmap coordinates? This is my first time working with shaders. 1, including compute shader use on OpenGL ES 3. 02-sample-from-texture Create rays and sample from Skybox texture. . I covered a fair number of GPU compute infrastructure projects in my talk and the associated GPU resources list. In this case (excluding async compute) we're unable to fully saturate the GPU, which is usually our goal. Usually, compute shader files are written in HLSL, and compiled or translated into all necessary platforms automatically. DirectCompute exposes the compute functionality of the GPU as a new type of shader - the compute shader, which is very similar to the existing vertex, pixel and geometry shaders, but with much more general purpose processing capabilities. ComputeSharp is a . These sample projects should cover most of the topics discussed in this guide. The compute shader technology is also known as the DirectCompute technology. Following along with GPU Gems 3 Hybrid Tausworthe method and another thread Pseudo Random Number Generation on the GPU, I've come across an issue. compute file extension. e. clvk and clspv, which run OpenCL workloads on Vulkan. An actual shader should be similar A very good source (imo) about programming with DirectX and HLSL (including Compute) is 'Introduction to 3D Game programming withd DirectX' (Frank D. HLSL-only or GLSL-only compute shaders. no CPU debugging, though it can execute on the CPU as well), but in return you get a solution that gives you 1:1 feature parity with HLSL and resource management (you have access to all HLSL types and intrinsics and resource types), it supports AOT scenarios as well (eg. dev/doc An attempt to port BC7E texture compressor to a GPU compute shader. This example is not so much about compressor itself, but rather "how to plug that into Unity". Nov 21, 2023 · For example, a shader can use warp shuffle instructions to exchange data between threads in a warp without going through shared memory, which is especially valuable in pixel shaders where there is no shared memory. The provided example runs on a FeatureLevel_10 device. Each invocation of the "compute shader" corresponds to a VkDrawIndexedIndirectCommand struct, and the bounding sphere is queried from an SSBO (ModelInformationBuffer). bat. This was only recently made possible when Unity added VertexId node to shader graph. It comes with caveats Jun 6, 2017 · I'm trying to write in a texture with compute shader in HLSL. 0 and 3. Or a shader can perform atomic additions on half-precision floating-point numbers in global memory. In this tutorial, we'll create and dispatch our very own compute shader from C++ and BP! This tutorial is extracted from https://unreal. Ideally, you would want your group size to be a multiple of the wave font size, so something like [numthreads(32, 1, 1)] or [numthreads(64, 1, 1)] will reach best performance (depending on your GPU). A compute shader provides high-speed general purpose computing and takes advantage of the large numbers of parallel processors on the graphics processing unit (GPU). NET library to run C# code in parallel on the GPU through DX12, D2D1, and dynamically generated HLSL compute and pixel shaders, with the goal of making GPU computing easy to use for all . with input image as texture. Aug 6, 2020 · A simple example (not optimized, just POC) for use of compute in DirextX through SharpDX. using the vertex index, pixel screen coordinates, or thread index, and we’ll get different sequences. "IndirectRenderer. Although it's known as a shader and uses HLSL syntax it functions as a generic program Jan 4, 2016 · I am converting a full-screen effect to a compute shader so that I can take advantage of some features of compute that can't be done with fragment shaders. You can run a compute shader to generate data that you store in a compute buffer, then use that buffer with a Shader Graph that’s has a Custom Function node pointing at an HLSL file that accesses that buffer to extract the relevant data. 0 -E is the shader entry point (function name where the execution starts), in this case the function called main CS. macOS and iOS Apple’s mobile operating system. For example, you can use HLSL to write a vertex shader, or a pixel shader, and use those shaders in the implementation of the renderer in your Direct3D application. A compute shader can be Dec 23, 2024 · Download ComputeSharp for free. This blog series covers how to get started with mesh nodes as well as best practices. GPUで汎用的な並列計算をさせたい際に使えるのがCompute Shaderです。通常の頂点シェーダーやフラグメントシェーダーとは異なり、Compute ShaderはGPUにおけるレンダリングパイプラインから独立しているため、より柔軟でオーバーヘッドの少ない処理を行うことができます。 Even though I agree that with hand crafter HLSL shaders you might squeeze out some more performance, I'd argue that it wouldn't really be that noticeable. I have read this which sound similiar to what I want to do but it mentions there might be a smarter way to do this with Compute shaders - which is what I am using. The available APIs let you access GPU devices, allocate GPU buffers and textures, move data between them and the RAM, write compute shaders entirely in C# and have them run on the Similar to shader assets, compute shader A program that runs on the GPU. achcmrai dzck gdoew qswzk ybof mfdxhlt aadl xszmmk gqg puol