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Compute Shader Support #1145
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Hi, |
Is there a preferred branch that shows how you'd like the API to work? I don't mind implementing the backend, but I figured you might have a vision for how you'd like the heaps side of it to work. |
I guess the idea would be to add a function compute(RuntimeShader,Buffers)
to the driver. And be able to create UAVs of buffers and textures.
On the shader side (HxSL) we could define the compute() function instead of
vertex()+fragment()
Best,
Nicolas
Le mer. 3 mai 2023 à 23:36, Ryan Cleven ***@***.***> a écrit :
… Is there a preferred branch that shows how you'd like the API to work? I
don't mind implementing the backend, but I figured you might have a vision
for how you'd like the heaps side of it to work.
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Any updates on this? I want to create a game as a graphics demo (I know Heaps may not be great for this, but I like it too much) And I am really keen on this feature being implemented... |
We have merged compute shader basic support for DX12 only atm. It requires some manual shader management but we're working on making it easier. |
Hi, can you point me towards the docs for playing around with compute shaders? |
Hello, there is no documentation at the moment but you can take a look at several examples:
|
Hi,
I need compute shader support to continue my project. I was wondering if there was already progress made here or if I should just figure it out and post a PR.
I'd like to keep it as much in line with Heaps philosophy as possible.
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