ComputeSharp
ComputeSharp copied to clipboard
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...
When working on adding a new shader from ShaderToys in #147. I was a bit confused on how to map some of the GLSL functions to the HLSL equivalents used...
### Rationale It's pretty self-explanatory. Ulongs (and also longs, for that matter) simply should be usable. The more primitives available, the better. ### Proposed API Same way as other primitives.
Hey, so for fun I'm making a hailstone (Aka the Collatz Conjecture) calculator. I'm having it run on the GPU, and the problem arises when I give it too many...
Firstly I'd like to thank you for your amazing work here. This library is one of the most awesome and coolest things I've seen built in .NET! Something I was...
As far as I know, hlsl supports fixed-size arrays. Are there any plans to support the use of fixed-size arrays in shaders?
### Closes #348 ### Description This PR packs the DXC native libs (dxcompiler and dxil) so the generator can load them directly. These are copied (and packed) into `Libraries\\` relative...
Filing this for ... the future :) At some point I'll want to start dipping my toe into compute shaders so I can convert the remaining CPU-based effects in Paint.NET...
### Description The ComputeSharp generator is currently bundling the DXC libs as embedded resources, then unpacking them to a temporary folder and loading them from there. This adds extra complexity...
### Description This PR updates ComputeSharp.D2D1.WinUI to make the code completely AOT-safe, by leveraging the new API changes in CsWinRT to properly support NativeAOT. Some minor changes were needed around...