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CubeCL GPU compute shader producing horizontal line artifacts when rendering to window buffer [closed]

I'm writing a real-time GPU-accelerated renderer using CubeCL (a Rust GPU compute framework) that renders animated effects to a window via minifb. The application compiles and runs, but I'm seeing ...
-3 votes
1 answer
59 views

How to set up WebGPU work groups with fully independent tasks?

I am new to using WebGPU. I'm using the rust wgpu crate with compute shaders to run a cryptographic task at high speed. My shader is quite simple: Take a common input state, append a unique per-thread ...
0 votes
1 answer
30 views

Defining shader @workgroup_size(x,y,z) at runtime in wgpu?

Is it at all possible to dynamically define the dimensions of a @compute @workgroup_size(x,y,z) at runtime in wgpu? My program basically needs to downscale an image in a compute shader to compare ...
1 vote
1 answer
113 views

glMemoryBarrier and compute shaders clarification

I've read the Khronos wiki Memory_Model page and the glMemoryBarrier docs, and I'm still confused. I have two buffers for vertex data (A and B) that I glMapBufferRange, memcpy into them, then ...
2 votes
1 answer
74 views

How to dispatch compute shader on a region of an image?

For example, store the output of the compute shader on a 640x640 region within a 1920x1080 image at offset 128x128 from top-left corner. It could be done by allocating a 640x640 image, writing on it ...
0 votes
2 answers
152 views

Fastest way to accumulate (reduce) a StructuredBuffer<float> in a compute shader

I've got a RWStructeredBuffer<float> tau I'm writing to in a ray generation shader rayGen. The DispatchRays dimension are (tauWidth, tauHeight, 1) and tau has exactly tauWidth * tauHeight ...
1 vote
1 answer
120 views

Parallel reduction with single wave

Following these slides https://www.nvidia.com/content/GTC-2010/pdfs/2260_GTC2010.pdf when doing a parallel reduction you should avoid GroupMemoryBarrierWithGroupSync when reducing the last 2*...
0 votes
0 answers
23 views

Computer shader data sharing among threads,

I have a compute shader in Vulkan, where I launch N threads with eight sub-threads each. Each subgroup of 8 threads share an eight element 'location' array. Each of the sub-threads calculate a number ...
2 votes
0 answers
73 views

Compute Shader SSBO Only Writing to First Element – Why?

I'm working with a Shader Storage Buffer Object (SSBO) in a compute shader, but I'm encountering an issue where only the first element of my array of structs is being written to. The remaining ...
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0 votes
0 answers
22 views

Writing to a DEPTH24STENCIL8 depth buffer as a RGBA8 buffer from a compute shader [duplicate]

I'm looking for a way to write to the depth buffer directly from a compute shader, I have figured out how to do this, just not how to do it properly, for now, I am binding the depth buffer to binding ...
0 votes
1 answer
204 views

DirectX12 Compute Shader Pipeline Question

Please help to understand what is wrong in this simple DirectX12 pipeline. I'm pretty new to DirectX12 and was not able to find any simple working C++ example of compute shader in the internet. Below ...
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0 answers
133 views

How do I update Godot4 mesh normals during runtime by writing into the buffer directly?

I'm working on a procedural planet generator. My implementation is running a compute shader that calculates vertice positions based on noise algorithms and writing the vertex data directly into the ...
0 votes
0 answers
34 views

Keyframed transition animation in threejs

I have an array of regular hexagons, those hexagons all together cover a surface (equivalent of the surface of my viewport), they are ordered from the center of the surface to the edges, each hexagon ...
-1 votes
1 answer
124 views

'redefinition of script' and 'type is ambiguous' errors

I'm writing a compute shader in unity and am writing various HLSL scripts which will be referenced in the compute shader using #include. I have a struct called Move, in a script called MoveC.hlsl. I ...
0 votes
0 answers
32 views

Write Data contiguously across threads

I have a compute shader that culls object triangles against frustums. For culling, I use a huge vertex and index buffer and a pair of (offset, count) to identify the range of vertices for a single ...

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