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A .NET library to run C# code in parallel on the GPU through DX12, D2D1, and dynamically generated HLSL compute and pixel shaders, with the goal of making GPU computing easy to use for all .NET develo...

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https://github.com/Sergio0694/ComputeSharp/pull/332 fixed https://github.com/Sergio0694/ComputeSharp/issues/293 but got the name wrong

bug :bug:

You create a resource texture with `ID2D1EffectContext::CreateResourceTexture()` https://docs.microsoft.com/en-us/windows/win32/api/d2d1effectauthor/nf-d2d1effectauthor-id2d1effectcontext-createresourcetexture . You specify an ID as a GUID, and provide a buffer to load the data from. You can then update the...

proposal :bulb:
breaking change :bomb:

### Description (optional) It appears ThreadIds.Normalized is calculated as Index / Count, rather than Index / (Count-1). So the maximum index never gives a ThreadIds.Normalized of 1. ### Reproduction Steps...

bug :bug:

### Closes #274 ### Description This PR fixes the shared rewrite logic for `ThreadIds.Normalized` properties to correctly result in [0, 1] values.

bug fix :white_check_mark:
breaking change :bomb:

### Reproduction Steps I might just be doing something wrong, but this error seems odd indeed. 1. Create a shader with a single buffer (or any other number of buffers)...

bug :bug:
untriaged :toolbox:

Hi Friends, I have a shader that perfoms a calculation on 3 axis. For each tuple (ThreadIds.X, ThreadIds.Y, ThreadIds.Z), the shader makes several tests to find matching indexed objects. So,...

proposal :bulb:

The error: ``` 1>D:\src\github\PdnGpuEffectSamples\NightCircuitShaderEffect.cs(180,28,180,34): error CMPSD2D0034: The shader of type PaintDotNet.Effects.Gpu.Samples.NightCircuitShaderEffect.Shader failed to compile due to an HLSL compiler error (Message: "The FXC compiler encountered one or more errors while...

bug :bug:

Getting the const buffer doesn't seem like a very interop-y thing 🤔 It's a mainline scenario for working with the shader and the `D2D1PixelShaderEffect`

proposal :bulb:
untriaged :toolbox:

You've got this data in the `ShaderInfo`, so you can supply it to Direct2D. Also probably be worth having `D2D1ReflectionServices.GetShaderInfo()` cache the `ShaderInfo` object.

proposal :bulb:
untriaged :toolbox:

### Description (optional) I found the library is using texture copy inside AllocateReadOnlyTexture2D(), however the texture copy method is not exposed to public. The idea is able to create a...

proposal :bulb:
need more info 🔍