Compute Shader Overview

Harnessing the power of the GPU for general-purpose computation.

Compute shaders represent a significant evolution in GPU programming, moving beyond traditional graphics pipelines to unlock the parallel processing capabilities of modern graphics hardware for a wide range of computational tasks. Unlike vertex and pixel shaders, which are tightly coupled to geometric rendering, compute shaders operate independently, allowing developers to process data in parallel on the GPU.

What are Compute Shaders?

Compute shaders are shader programs that can be executed on the GPU without the need for rasterization or rendering. They are designed for general-purpose computation on graphics hardware (GPGPU - General-Purpose computing on Graphics Processing Units). This allows developers to leverage the massive parallelism of GPUs to accelerate tasks that were traditionally performed on the CPU, such as:

Key Concepts

Understanding compute shaders involves a few core concepts:

1. Thread Groups and Threads

Compute shaders execute in a hierarchical structure of threads. A thread group is a collection of threads that can synchronize their execution and share data through shared memory. Individual threads perform the actual computation. The number of threads per thread group and the total number of thread groups are specified when dispatching the compute shader.

2. UAVs (Unordered Access Views) and SRVs (Shader Resource Views)

Compute shaders primarily interact with data through UAVs and SRVs.

3. Shared Memory

Threads within the same thread group can communicate and share data efficiently using shared memory. This memory is local to the thread group and significantly faster than global memory. Synchronization primitives, such as barriers, are used to ensure correct access to shared memory.

4. Dispatching Compute Shaders

Unlike rendering pipelines that are implicitly driven by vertex data, compute shaders are explicitly dispatched by the CPU. The CPU specifies the dimensions of the grid of thread groups to execute, along with the number of threads per group.

Example Dispatch Call (Conceptual HLSL):


Dispatch(threadGroupCountX, threadGroupCountY, threadGroupCountZ);
            

Compute Shader Execution Model

The execution begins with the CPU dispatching a compute shader. The GPU then launches a grid of thread groups. Within each thread group, threads are launched concurrently. Threads within a group can synchronize using barriers to ensure that all threads in the group reach a certain point before proceeding. This synchronization is vital for operations that involve reading data written by other threads in the same group.

Data Parallelism

The power of compute shaders lies in their ability to exploit data parallelism. A single instruction can be executed across many threads simultaneously on different pieces of data. This makes them ideal for tasks that can be broken down into independent, identical operations.

Advantages of Compute Shaders

When to Use Compute Shaders

Consider using compute shaders when:

Shader Model Support

Compute shaders are supported from Shader Model 5.0 onwards in DirectX. Ensure your target hardware and DirectX version are compatible.

Compute Pipeline State Object (CPSO)

Similar to graphics, compute shaders utilize a Compute Pipeline State Object (CPSO) to define the state for compute shader execution.

Synchronization

Effective use of thread group barriers and atomic operations is critical for correctness when threads share data.

Conclusion

Compute shaders offer a powerful mechanism for unlocking the full potential of GPU hardware for general-purpose computation. By understanding their execution model, key concepts like thread groups and UAVs, and judiciously applying them, developers can achieve significant performance gains in a wide array of applications.