Questions tagged [compute-shader]
The compute-shader tag has no usage guidance.
39
questions
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23 views
How does DrawProceduralIndirect use MeshTopology.Triangles?
I'm working on a voxel terrain generation system. Currently I'm running into issues using DrawProceduralIndirect. In the call, you are able to choose how the GPU should render the data you are passing....
2
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0answers
34 views
Creating the Vertices and Triangle Indices for Voxel Generated Mesh
I am running into a problem with a compute shader I am writing to generate the vertices and triangle indices for a voxel generated mesh.
Currently, I am creating an ...
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39 views
Floodfilling a texture in HLSL Compute shader
I have a very large texture which I want to fill with values representing "distance in units from a river tile".
The texture is already seeded with these origin river points (meaning ...
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33 views
Compute Shader vs Pixel Shader
I am pretty new to game development and graphic stuff. I find that compute shader is somehow more powerful and flexible than Pixel Shader for almost everything I need so far. But Pixel/Fragment shader ...
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42 views
GLSL link fails with C9999 (too many buffer declarations?)
I'm receiving a C9999 (*** exception during compilation ***) linker error for an OpenGl 4.6 compute shader. It seems to be related to the number of SSBOs I have declared (14 separate declarations), ...
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108 views
Problem unrolling loop in compute shader
I'm pretty new to compute shaders and shader writing in general. I'm trying to write a compute shader for a procedural generation project I'm working on, it's purpose is to blend biomes together. The ...
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12 views
Interactive texture modification (such as fluid mixing) in Unity [duplicate]
I am working on a game where I want to allow users to mix multiple colors (similar to shown in this video): https://youtu.be/11UFYyv8hjs?t=316.
I have the following questions:
I am expecting that ...
2
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0answers
30 views
How to generate a star onto a render texture with spherical warping
How would one proceduraly generate a star in a compute shader that looks like one of thes two at any size needed. Also any way transfer this into a spherical map, would be appreciated.
Goal is to ...
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31 views
Using break statement in a GLSL compute shader
I'm writing a compute shader that is invoked once for each vertex of a geometry, and does a distance based search to find the the N closest vertices. To do this each invocation iterates over the ...
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1answer
68 views
Passing touch position to compute shader
I am working on a game where I have to mix colored liquids as shown here. I am working with a plugin (StableFluids) to get this effect: Effect
Problem:
The shaders used in the plugin are able to ...
2
votes
1answer
656 views
Unity3D URP - How do I approach creating Fog of War for 3D top-down stealth game?
What I try to achieve is a fog of war system for 3d top-down stealth game. I have searched the Internet and it seems that behavior I want to achieve can be done by using secondary camera that is ...
0
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1answer
756 views
Compute shader: Property at kernel index is not set
I am trying to follow this excellent Coding Adventure: https://www.youtube.com/watch?v=lctXaT9pxA0 in order to get a very simple mesh deformation on a mesh using a compute shader.
I'm getting an error ...
2
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0answers
78 views
Vulkan imageLoad data of r32f format in compute shader
I am doing add with a compute shader. All input-output data are stored in VkImage, the format is VK_FORMAT_R32_SFLOAT. In the shader, the corresponding layout is r32f.
I have two questions about this:
...
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0answers
164 views
Unity Direct Compute: Setting a struct of arrays
The NVIDIA Direct Compute programming guide lists some best practices for memory management on the GPU. One tip they give on page 8 ("Structured Buffers") is to use a 'structure of arrays' (SOA) ...
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87 views
How can I 'pass' multiple render targets to an Unreal compute shader?
I need to access three things from a compute shader: the current textures being drawn to two render targets, as well as the previous output of the same compute shader. Essentially, I am trying to ...
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31 views
What is the right way to access raw data from an Unreal material's output?
I am using an Unreal material not so much as a material but essentially as a compute shader for performance reasons (using the Custom nodes in a material blueprint), where I perform a bunch of per-...
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0answers
61 views
Unity: running GPU intensive operations in editor mode
I have written an erosion simulator that I want to execute from the editor (for generating terrain and such outside of play mode). Unfortunately, when I crank the parameters on my simulation, unity ...
1
vote
1answer
69 views
OpenGL approach to depth-testing-like combination of a large buffer of fragments
I have a depth buffer and color buffer created by another effect. The buffer is more than double my screen size. It is not rendered from geometry, but as a whole it resembles a rendered scene with an ...
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93 views
How Lots of ComputeBuffers at Once Affect Performance Unity
How will lots ComputeBuffer instances affect performance? And why?
I know that I should call ComputeBuffer.Release() on every <...
3
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0answers
37 views
issue with Compute Shader macbeth chart
I'm trying to generate a macbeth chart using the compute shader, but there seems to be an issue with the output image.
here is the glsl code:
...
0
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0answers
135 views
GLSL Atomics With Floats
I am implementing SDSM and in a GLSL compute shader I need to min/max vec3 values to compute the shadow map bounds. The sample implementation (in HLSL) uses vectors in "light space" that spans from 0-...
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0answers
391 views
Generating Mesh using Compute Shaders
I am working on a game project in unity which has a procedurally generated terrain made up of 16*128*16 chunks of blocks. The map size is going to be finite (Possibly up to ~100*100 chunks). Currently ...
1
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1answer
941 views
How to write a PBR Unlit Shader in Unity?
I have a REALLY specific case here:
I have an Texture (a webcam), that is used by a shader to pickup a few x,y colors at the cordinates, and renders to a ...
0
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1answer
64 views
Steering constantly turning in circles
I've been working on a fish system in a compute shader but bugs have been drowning me. The latest bug had me strip almost all the functionality to track down:
Fish keep turning in circles. It starts ...
0
votes
1answer
362 views
DirectX 11 Compute Shader error DXGI_ERROR_DEVICE_HUNG
I am trying to use a compute shader for ray picking technology. My shader accepts:
vertex buffer of all models
index buffer of all models
a buffer of transformation matrices of all models
Offset ...
0
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0answers
595 views
How to get Pixel Coordinates of certain colors in a Texture?
I have a relatively big Texture, and I try to find a certain color pixels pattern:
eg. White, Black, White, Green .
They are lying next to each other,
If I use Texture2d.Getpixels() on every pixel ...
2
votes
1answer
400 views
Solving a recursive problem in the geometry (or any other) shader
I would like to calculate an effect of an external force on a binary tree (wind on a tree).
It's a recursive function - take a (parent) node and calculate the angle to rotate all of the nodes "...
0
votes
1answer
2k views
Using a Compute Shader in Unity to convert a texture to a float array
I have a fairly simple requirement for a compute shader (DirectCompute through Unity). I have a 128x128 texture and I'd like to turn the red channel of that texture into a 1d array of floats. I need ...
0
votes
1answer
848 views
Vulkan Storage Buffers, loss of data
I have been passing glm::vec3's in an array to a storage buffer to be processed by a compute shader, but once it has been modified I am getting some malformed data back.
Shader
...
2
votes
2answers
2k views
Pseudo random number generation in compute shader
Using a C# script in Unity3D to control a HLSL compute shader, I'm trying to generate pseudo random numbers on the gpu. Following along with
GPU Gems 3 Hybrid Tausworthe method
and another thread ...
0
votes
1answer
86 views
Get VertexSize of Instance in VertexShader
I'm using Unitys DrawProceduralIndirect function to directly render the content of a ComputeShader.
I setup the argumentBuffer for this function as follows:
<...
1
vote
0answers
676 views
Passing an UAV to a Pixel Shader in DirectX11
I have a compute shader which task is to take an input image and then blur it using a Gaussian filter approach. The input and output for the compute shader looks like this:
...
0
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1answer
155 views
Why does my triangle ray intersection test always return -1.0f?
I'm trying to get the mouse click position on a terrain geometry, but multiple times in each frame; doing it on the CPU was way too slow, so I'm trying to do it with a compute shader. I can't seem to ...
1
vote
1answer
537 views
Batch/Combine multiple Graphics.DrawProcedural-Calls in Unity
I have multiple calls to Graphics.DrawProcedural in my Unity-project.
E.g. I'm drawing 1000 procedural geometries that share the same material and get their ...
0
votes
1answer
160 views
In theory, would an erosion algorithm compute faster on a GPU than CPU?
I'm planning to port an erosion algorithm from CPU to GPU, in theory, will it be faster or would it be better to multi-thread it on the CPU? The algorithm has quite a lot of if statements and loops ...
2
votes
1answer
305 views
How to sort tiled decal list?
I have a tiled forward render pipeline (also called forward+). It assigns a list of lights for every 16*16 block of pixels (tiles) on the screen. Lights are accumulated additively so their order doesn'...
1
vote
1answer
271 views
DirectX shader - how to spread raytracer computation over multiple frames?
I'm playing around making a shadertoy style SDF raytracer in HLSL and to make it run faster on high resolutions (1080p and up) I'd like to spread the computation over multiple frames.
Right now I ...
2
votes
0answers
396 views
RWTexture3D in Compute Shader on Intel HD 4000
I'm having some weird issues running a Compute Shader with DirectX 11 on an Intel HD 4000 GPU.
The goal is to write different shapes into a DXGI_FORMAT_R32_FLOAT 3D Texture with a size of ...
15
votes
1answer
334 views
Flowing GPU compute water
I have a civil engineering background and perform hydraulic and hydrologic analysis' regularly. They sell degrees for that sort of thing, but it's really not rocket science. I recently got it in my ...