Compute Shaders

Compute shaders provide a flexible and powerful way to harness the parallel processing capabilities of the GPU for general-purpose computation, beyond traditional graphics rendering. They are a fundamental part of modern graphics APIs like DirectX 11 and later, enabling a wide range of advanced visual effects and data-parallel algorithms.

What are Compute Shaders?

Unlike vertex, pixel, and geometry shaders, which are specifically designed to operate on graphics primitives (vertices, pixels, triangles), compute shaders are designed to operate on arbitrary data structures. They allow developers to offload computationally intensive tasks from the CPU to the highly parallel architecture of the GPU.

Key characteristics of compute shaders include:

When to Use Compute Shaders?

Compute shaders are well-suited for a variety of tasks, including:

Compute Shader Architecture

A compute shader job is dispatched using the Dispatch function. This function defines the dimensions of a 3D grid of thread groups. Each thread group contains a number of threads that execute the compute shader program.

The execution flow typically looks like this:

  1. Dispatch: The CPU calls ID3D11DeviceContext::Dispatch (or equivalent in newer DirectX versions) with the number of thread groups in X, Y, and Z dimensions.
  2. Thread Group Execution: The GPU schedules and executes thread groups in parallel. Threads within a group can synchronize using GroupMemoryBarrierWithGroupSync().
  3. Thread Execution: Each thread within a group executes the compute shader code. Threads have access to:

    • Global Resources: Textures, buffers (via UAVs) accessible by all threads.
    • Shared Memory: Fast, on-chip memory for temporary data storage and communication within a thread group.
    • Per-Thread Resources: Values passed directly to the thread.

Example HLSL Compute Shader

Here's a simple example of an HLSL compute shader that doubles the values in an input buffer and writes them to an output buffer:


// Define input and output buffers with Unordered Access Views (UAVs)
RWBuffer<float> g_InputBuffer  : register(u0);
RWBuffer<float> g_OutputBuffer : register(u1);

// Define the thread group size
// A common practice is to use 64, 128, 256, or 512 threads per group
[numthreads(64, 1, 1)]
void CSMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
    // SV_DispatchThreadID is the unique ID of the thread within the dispatch call.
    // This ID is used to access elements in the buffers.

    // Ensure we don't go out of bounds if the dispatch size isn't a multiple
    // of the thread group size or if the buffer is smaller than expected.
    uint bufferSize;
    g_InputBuffer.GetDimensions(bufferSize);

    if (dispatchThreadID.x < bufferSize)
    {
        float value = g_InputBuffer[dispatchThreadID.x];
        g_OutputBuffer[dispatchThreadID.x] = value * 2.0f;
    }
}

            

Shader Setup in C++ (DirectX 11)

To use this compute shader, you would typically:

  1. Compile the HLSL shader into a shader blob.
  2. Create an ID3D11ComputeShader object.
  3. Create input and output buffers (ID3D11Buffer) and bind them as UAVs.
  4. Bind the compute shader to the pipeline.
  5. Set the UAVs and their corresponding shader resource views.
  6. Call ID3D11DeviceContext::Dispatch to execute the shader.
  7. Unbind the compute shader.
Note: Compute shaders and graphics shaders can be run on the same device context, but not simultaneously. You typically switch between graphics and compute shaders by unbinding one and binding the other.

Key Concepts and Considerations

By leveraging compute shaders, developers can unlock significant performance gains and create more sophisticated and dynamic visual experiences in their DirectX applications.