Skip to main content

Questions tagged [compute-shader]

0 votes
0 answers
114 views

I am trying to solve a problem with compute shaders. I have several shaders that are executed one after the other in a loop. At an unpredictable time, the memory is full and the shaders should be ...
Thomas's user avatar
  • 1,493
1 vote
2 answers
163 views

I want to know about "If there is branch command in compute shader, and it leads some workgroup ends earlier than others, then will the 'processing units' allocated for that workgroup be used for ...
idev's user avatar
  • 13
0 votes
1 answer
475 views

I've been working on adding HDR rendering, auto exposure, and tone-mapping to my rendering engine, following this blog post for doing auto exposure and it sequel as well as a few side resources for ...
Alexis Purslane's user avatar
0 votes
1 answer
183 views

How do I tell what kind of shader this is: https://github.com/aras-p/UnityGaussianSplatting/blob/main/package/Shaders/GaussianSplatting.hlsl Among these options: vs – vertex shader ps – pixel shader ...
Ethan's user avatar
  • 103
1 vote
1 answer
121 views

When using compute shaders, some workgroups can be faster than others, for example when all invocations within one group go into the 'if' case, where on another workgroup the invocations go into the '...
Thomas's user avatar
  • 1,493
0 votes
1 answer
224 views

After rewatching Bisqwit's starfield renderer video, I've decided to try to rewrite the program in order to learn more about compute shaders and shader programming in general. My knowledge at this ...
mindoverflow's user avatar
0 votes
1 answer
445 views

For the old approach, generating a texture for the ImageTexture for compute shaders would look like this: ...
Liyuu_'s user avatar
  • 9
1 vote
0 answers
800 views

There are four kinds of memory barriers in DirectX. Their names and definitions are: DeviceMemoryBarrier: Blocks execution of all threads in a group until all ...
Fan's user avatar
  • 11

15 30 50 per page
1
2 3 4 5 6