ID3D11ComputeShader Interface
This interface represents a compute shader object in Direct3D 11.
Syntax
interface ID3D11ComputeShader : ID3D11DeviceChild
{
};
Methods
The ID3D11ComputeShader
interface inherits from ID3D11DeviceChild
, so it has no additional methods beyond those provided by the base interface.
Remarks
A compute shader is a type of shader that can execute arbitrary computations on the GPU, not just graphics-related tasks. Compute shaders are part of the DirectCompute programming model, which extends the shader pipeline to allow for general-purpose computation on the GPU.
Compute shaders are defined using High-Level Shading Language (HLSL) and compiled into shader bytecode. They are bound to the compute shader stage of the graphics pipeline.
Key Concepts:
- Compute Shader Stage: A dedicated stage in the Direct3D pipeline for executing compute shaders.
- Threads and Groups: Compute shaders operate on threads, which are organized into thread groups. This parallelism is crucial for efficient GPU computation.
- Unordered Access Views (UAVs): Compute shaders can read from and write to UAVs, allowing for flexible data manipulation and storage.
- Constant Buffers and Samplers: Like other shader types, compute shaders can access data through constant buffers and samplers.
How to Use
To use a compute shader:
- Create a compute shader object by compiling HLSL source code using D3DCompile or by loading precompiled shader bytecode.
- Bind the compute shader to the compute shader stage of the device.
- Set any necessary input resources (like constant buffers, textures, and UAVs).
- Dispatch the compute shader using the
ID3D11DeviceContext::Dispatch
method, specifying the number of thread groups to execute. - Read back the results from the output resources if necessary.
Example: Compiling and Binding a Compute Shader
// Assume 'pDevice' is a valid ID3D11Device pointer
// Assume 'pDeviceContext' is a valid ID3D11DeviceContext pointer
ID3D11ComputeShader* pComputeShader = nullptr;
ID3DBlob* pCSBlob = nullptr;
const char* hlslCode = R"(
// HLSL compute shader code here
RWTexture2D outputTexture;
float4 main(uint3 dispatchThreadID : SV_DispatchThreadID) : SV_Target
{
// Perform computation based on dispatchThreadID
float4 color = float4(dispatchThreadID.x / 1024.0f, dispatchThreadID.y / 768.0f, 0.5f, 1.0f);
outputTexture[dispatchThreadID.xy] = color;
return color;
}
)";
// Compile the shader
HRESULT hr = D3DCompile(hlslCode, strlen(hlslCode), nullptr, nullptr, nullptr, "main", "cs_5_0", 0, 0, &pCSBlob, nullptr);
if (SUCCEEDED(hr))
{
// Create the compute shader
hr = pDevice->CreateComputeShader(pCSBlob->GetBufferPointer(), pCSBlob->GetBufferSize(), nullptr, &pComputeShader);
if (SUCCEEDED(hr))
{
// Bind the compute shader to the compute shader stage
pDeviceContext->CSSetShader(pComputeShader, nullptr, 0);
// Set other resources like UAVs, constant buffers, etc.
// ...
// Dispatch the compute shader
// For example, to dispatch 10x10 thread groups:
// pDeviceContext->Dispatch(10, 10, 1);
// After dispatching, you might need to unbind and flush.
}
}
// Release resources
if (pComputeShader) pComputeShader->Release();
if (pCSBlob) pCSBlob->Release();