Windows API Reference

Introduction to Compute Shaders in DirectCompute

DirectCompute is a Microsoft API that allows developers to leverage the parallel processing power of modern graphics processing units (GPUs) for general-purpose computation. One of the core components of DirectCompute is the compute shader, a programmable stage that enables GPGPU (General-Purpose computing on Graphics Processing Units) capabilities.

What is a Compute Shader?

Traditionally, shaders were used to process graphics data for rendering triangles. Compute shaders, however, are designed for arbitrary computation. They run on the GPU, which is highly optimized for parallel execution of thousands of threads simultaneously. This makes them ideal for tasks such as:

Key Concepts

To understand compute shaders, it's important to grasp a few fundamental concepts:

1. Threads and Thread Groups

A compute shader executes as a large number of threads. These threads are organized into smaller units called thread groups. Threads within the same thread group can cooperate and share data efficiently using shared memory. Threads in different thread groups execute independently.

2. Shared Memory

Shared memory is a fast, on-chip memory accessible by all threads within a single thread group. It is crucial for inter-thread communication and synchronization within a group, enabling algorithms like parallel reduction or atomics.

3. Unordered Access Views (UAVs)

UAVs are a key resource type that compute shaders use to read from and write to arbitrary locations in memory. This is in contrast to textures, which are typically read from in a spatially coherent manner. UAVs allow compute shaders to directly modify buffer data or texture content.

4. Structured Buffers and Raw Buffers

DirectCompute utilizes different buffer types for data storage. Structured buffers store data in a format defined by a C++-like struct, allowing for type-safe access. Raw buffers provide byte-level access to data, offering maximum flexibility but requiring careful management by the application.

5. Compute Shader Language (HLSL/GLSL)

Compute shaders are typically written in High-Level Shading Language (HLSL) for DirectX or OpenGL Shading Language (GLSL) for other platforms. These languages provide constructs for parallel programming, such as thread IDs, group IDs, and synchronization primitives.

Benefits of Using Compute Shaders

Note on Shader Model 5.0+

DirectCompute leverages Shader Model 5.0 and later features, which are required for compute shader functionality.

Getting Started

To begin using DirectCompute compute shaders, you will need to:

  1. Write your compute shader code in HLSL.
  2. Compile the shader.
  3. Create and bind the necessary resources (buffers, textures) as UAVs and SRVs (Shader Resource Views).
  4. Dispatch the compute shader with appropriate thread group sizes.

Tip

Familiarity with DirectX 11 or later APIs is highly recommended, as DirectCompute builds upon these foundations.

The following sections will delve deeper into the specifics of programming and utilizing compute shaders within the DirectCompute framework.