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Started to Dive into the Compute Shader!

Started to Dive into the Compute Shader!

Paul C Skertich
Paul C Skertich
SIC Games' Journal · · 1 min read
3,554 4
I admit personally that when I heard about Compute Shader that I thought it was an over complex odeal. It's actually fascinating because of the parallel possibilities. It's literally turbo charging your game's speed to create box blurs or any other post processing effect; even managing physics with particles.

I created a Unorder Access View then from that I was able to save the image you see below. It's simple example not over the top but gave me the basic idea on how a compute shader works. The texture I created for the UAV and SRV was 1024 and so for every 1 pixel to fill up the 1024 image; the gradiant ramp you see is the results of the XY threads.



I'm digging the whole compute shaders and I'll be exploring the unlimited possiblities with them. I understand the compute shaders won't solve everything and it helps hide some stalling. I'm actually glad I looked more in depth into Compute Shaders.

This is just me overly exciting ranting biggrin.png

Edit: A new attached photo shows what's being rendered to a render target to compute shader as is not post process effect via compute shader.



There's more to learn from this great experience I must admit! I look forward to it!

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