Compute Shader Programming Guide

This guide covers the fundamental concepts and practical implementation of compute shaders within the DirectX ecosystem. Compute shaders offer a powerful way to leverage the GPU for general-purpose computations, extending beyond traditional graphics rendering.

Introduction to Compute Shaders

Compute shaders are a distinct type of shader stage introduced in DirectX 11. Unlike traditional graphics shaders (vertex, pixel, geometry, hull, domain) that are designed to process geometry and produce rendered images, compute shaders are designed for arbitrary parallel computation on the GPU. This makes them ideal for tasks such as:

Key Concepts

Understanding the following concepts is crucial for effective compute shader programming:

Thread Groups and Threads

Compute shaders execute in units called thread groups. Each thread group is further divided into individual threads. The GPU can schedule and execute multiple thread groups concurrently. Threads within a thread group can synchronize and share data using shared memory.

The dimensions of thread groups and the number of threads per group are defined by the application when dispatching the compute shader. This is typically done using the Dispatch or DispatchIndirect functions.

Shared Memory

Each thread group has access to a block of shared memory that is visible to all threads within that group. This memory can be used for inter-thread communication and cooperation within a thread group. Shared memory is significantly faster than global memory, making it essential for optimizing performance in certain algorithms.

Synchronization primitives like GroupMemoryBarrierWithGroupSync() are used to ensure that data written to shared memory by one thread is visible to other threads in the same group at a specific point in execution.

Global Memory and Resources

Compute shaders interact with various GPU resources, including:

The GPU's global memory is used for these resources, and access patterns can significantly impact performance. Minimizing memory bandwidth usage and maximizing cache coherency are key optimization strategies.

Shader Model 5.0 and Beyond

Compute shaders are a core feature of Shader Model 5.0 and have been expanded upon in later shader models. They utilize a High-Level Shading Language (HLSL) syntax that is familiar to graphics shader developers but with extensions specific to parallel computation.

Writing a Basic Compute Shader

A typical compute shader written in HLSL will define an entry point function that executes for each thread. This entry point takes a specific signature and uses built-in intrinsic functions to query thread and group identifiers.

Example HLSL Compute Shader


// Define the dimensions of the thread group. This can also be controlled by the application.
#define THREAD_GROUP_SIZE_X 8
#define THREAD_GROUP_SIZE_Y 8
#define THREAD_GROUP_SIZE_Z 1

// Define input and output resources (e.g., buffers or textures)
RWStructuredBuffer<float4> OutputBuffer : register(u0);
StructuredBuffer<float4> InputBuffer : register(t0);

// Define the compute shader entry point
[numthreads(THREAD_GROUP_SIZE_X, THREAD_GROUP_SIZE_Y, THREAD_GROUP_SIZE_Z)]
void CSMain(uint3 dispatchThreadID : SV_DispatchThreadID,
            uint3 groupThreadID : SV_GroupThreadID,
            uint3 groupID : SV_GroupID)
{
    // Calculate a unique global index for this thread
    uint globalIndex = dispatchThreadID.x + dispatchThreadID.y * DispatchSize.x + dispatchThreadID.z * DispatchSize.x * DispatchSize.y;

    // Ensure we don't write out of bounds if the dispatch size is not a multiple of group size
    if (globalIndex < BufferSize)
    {
        // Read data from the input buffer
        float4 inputData = InputBuffer[globalIndex];

        // Perform some computation
        float4 outputData = inputData * 2.0f; // Example: Double the value

        // Write the result to the output buffer
        OutputBuffer[globalIndex] = outputData;
    }
}
        

Explanation of Intrinsic Variables:

The application must provide the dimensions of the dispatch grid (DispatchSize) and the total size of the buffers (BufferSize) via constant buffers or other means.

Dispatching Compute Shaders from the CPU

In your C++ DirectX application, you will bind the compute shader, its input/output resources, and then dispatch the computation.

Dispatching:

The core function for dispatching compute shaders is ID3D11DeviceContext::Dispatch() or ID3D11DeviceContext::DispatchIndirect(). These functions specify the number of thread groups to launch in each dimension (X, Y, Z).


// Assuming 'pDeviceContext' is your ID3D11DeviceContext
// Assuming 'pComputeShader' is your ID3D11ComputeShader
// Assuming 'pOutputBufferUAV' and 'pInputBufferSRV' are your ID3D11UnorderedAccessView and ID3D11ShaderResourceView

// Set the compute shader
pDeviceContext->CSSetShader(pComputeShader, nullptr, 0);

// Bind the UAVs
pDeviceContext->CSSetUnorderedAccessViews(0, 1, &pOutputBufferUAV, nullptr);

// Bind the SRVs
pDeviceContext->CSSetShaderResources(0, 1, &pInputBufferSRV);

// Define dispatch dimensions (number of thread groups)
UINT numGroupsX = 10;
UINT numGroupsY = 10;
UINT numGroupsZ = 1;

// Dispatch the compute shader
pDeviceContext->Dispatch(numGroupsX, numGroupsY, numGroupsZ);

// Unbind UAVs and SRVs to prevent accidental use in subsequent graphics rendering passes
// (Important for avoiding pipeline state issues)
ID3D11UnorderedAccessView* nullUAV = nullptr;
ID3D11ShaderResourceView* nullSRV = nullptr;
pDeviceContext->CSSetUnorderedAccessViews(0, 1, &nullUAV, nullptr);
pDeviceContext->CSSetShaderResources(0, 1, &nullSRV);

// Reset the shader stage to default (e.g., graphics pipeline)
pDeviceContext->CSSetShader(nullptr, nullptr, 0);
        

Performance Considerations

Optimizing compute shaders involves careful attention to memory access patterns, thread group sizes, and synchronization.

Synchronization:

GroupMemoryBarrierWithGroupSync() is crucial for ensuring that writes to shared memory are visible to all threads in a group and that all threads in the group have reached the barrier before proceeding. Use this function judiciously.

Advanced Topics

Further exploration into compute shaders can lead to:

Conclusion

Compute shaders provide a versatile tool for harnessing the parallel processing power of modern GPUs. By understanding thread groups, shared memory, and resource management, developers can implement a wide range of computationally intensive tasks efficiently within their DirectX applications.