): Stop sound shaders. These extensions bring Compute even closer to Graphics by adding support for Quad-based derivatives in Compute Shaders, using the x and y coordinates of the local workgroup invocation ID. Both the dynamic-shading and inline forms of raytracing use the same opaque acceleration structures. Plus, geometry shaders don’t really work on mobile and Mac (as far as I know), so they’re even less versatile. Contents-at-a-Glance Introduction. This part has nothing to do with OpenGL, it is a simple ASCII file loader. Quite basic, doesn't need a compute shader to do, could be done in place, but let us take things step by step. Texture Mix Mode lets you determine how the shader mixes the textures of the texture array: Random Textures will be mixed randomly (needs slightly different sizes tho). The only input Compute Shaders get, aside from API state such as the bound Constant Buffers and resources, is their thread index. Derivatives are calculated by taking differences between the pixel values in a block; dFdx subtracts the values of the pixels on the left side of the block from the values on the right side, and dFdy subtracts the values of the bottom pixels from the top ones. To anyone who has done GPGPU in Cinder for e. In Unity you can check whether your GPU supports compute shaders by checking SystemInfo. An architectural advantage of compute shaders for image processing is that they skip the ROP step. With the full parallel processing power of modern graphics cards at hand, programmers can. foreach (pixel in texture) foreach (triangle in mesh) get pixel center as mesh bounds position get closest point on triangle calculate distance from pixel position to triangle keep the smallest distance perform a raycast along arbitrary vector against triangle if(raycast intersects triangle) increment an intersection counter if(number of intersections is even) pixel value is positive // outside mesh else pixel value is negative // inside mesh. Blurred layers are then combined to create the bloom which is an HDR texture at ¼th of the original resolution. This post is brought to you by Patrons: Djinnlord ; Nicolo Linder; Introduction. Unified shader architecture. This allows Compute Shaders to use both built-in derivative functions like dFdx(), as well as texture lookup functions using automatic LOD computation, and the texture level of detail query function (textureQueryLod()). The goal of this last one is simply to calculate the vertex position in world space. A Compute Shader is a programmable shader stage but it cannot be used in a graphics pipeline. Figure 7 shows the simple formulas for calculating memory bandwidth of the SLM technique; they read and write each texture once and are unaffected by the pass count. • Combining vertex shaders to have one to compute the transformation and the next one to compute the lighting is impossible. Last modified Jun 19, 2010 at 4:12AM. 0 in compute shader. Even in the Unified model the instruction set may not be completely the same between different shader types; different shader stages may have a few distinctions. A compute shader is a shader stage that can be used for arbitrary computation. It's actually really hard to beat the efficiency of pixel shaders, textures and render targets unless you have some very specific cases. Resource management works, but my texture is not passed to my compute shader. 5 Fragment Shaders and Images •Suppose that we send a rectangle (two triangles) to the vertex shader and render it with an n x m texture map •Suppose that in addition we use an n x m. For example, this code tries to render a blur view on a rectangle object in the middle of the gallery. Incorporating compute shaders into WebGL is the working group's top priority after shipping WebGL 2. The list of things you can do with render to texture is endless and is the reason why it is one of the most powerful tools in DirectX 11. Fragment/pixel shaders can compute implicit texture coordinate gradients, while geometry shaders can emit rendering primitives. 1 Part I An Introduction to 3D Rendering. BC7prep can be used in combination with Oodle Texture RDO encoding, or on BC7 encodings made from any source. You can imagine this as our compute shader rendering 8x8 texels of our texture at once. Texture fetch (Textures) RAT TU Dresden, 09. This technique significantly reduces the number of triangles that need to be drawn in scenes with massive instancing and low visibility ratios. Fragment/pixel shaders can compute implicit texture coordinate gradients, while geometry shaders can emit rendering primitives. Introduction. It is open-source, cross-platform & has features such as the shader debugger, compute shaders, plugin API, etc. See WebGL 2. About performances, my old code was very very bad (you can see the proof after), I had to implement a powerful multi stage culling. com/api/v1/shaders/shaderID?key=appkey where shaderID is the same ID used in the Shadertoy URLs, and also the values returned by the "Query Shaders". • However, you can have several vertex shaders for a scene (e. Instead of rendering only the closest point, this approach computes the average of all points within a certain depth-range, which leads to pretty good anti-aliasing within a pixel. Derivatives are calculated by taking differences between the pixel values in a block; dFdx subtracts the values of the pixels on the left side of the block from the values on the right side, and dFdy subtracts the values of the bottom pixels from the top ones. This includes rasterization, depth and stencil test, blending and derivatives. A large buffer to store all of the per-tile histograms. While it can do rendering, it is generally used for tasks not directly related to drawing. Future versions of the compute shader will likely offer tighter integration with the fixed function. Compute Shaders created a new possibility of creating programs on the graphics processor. 7 2 A 3D/Math Primer. 0 introduce transform feedback, which while it is a limited form of. There cannot be vertex, fragment, etc. Future versions of the compute shader will likely offer tighter integration with the fixed function. Each vertex has a set of user defined input attributes, for instance, position, normal vector, and texture coordinates. This is a simplified example of what I’m trying to do that should output a 8x8x8 grid of 1’s but instead returns 0’s, meaning the texture isnt being set. 3, mid-year 2012. Direct3D 11 Compute is a new type of shader in D3D11 which allows for the explicit usage of shared memory, scattered writes, etc. • Compute Shaders use the GLSL language, something that all OpenGL programmers should already be familiar with (or will be soon). Unified shader architecture. This includes rasterization, depth and stencil test, blending and derivatives. I don't know how to deal with both shader and render texture at the same time. Compute Shader And Texture Compression. Generally speaking compute shaders go through a different (and often more direct) path to memory, so you may avoid a bottleneck that you would otherwise have. One option I've seen mentioned is to use a Texture2DArray, but as far as I can tell, in Unity you can't create a Texture2DArray completely on the GPU, you have to transfer data to CPU and then back, which would be incredibly slow. The vertex shader processes each incoming vertex. First part of shader code (before meet for loop) has three stage of texel color generation. Use a compute shader to generate terrain on demand as we move around the world; Use a floating point texture for more vertical resolution; Use a Z-fill pre-pass to reduce fragment shader work load; Compute normal vectors once in compute shader rather than every frame; Add trees, bushes, rocks, grass using instanced geometry rendering. In the second step, another compute shader that runs on each pixel reads the values from our custom framebuffer and stores the color values in an actual OpenGL texture. CUDA GPUs via Compute Shaders •DirectCompute: –Interoperates with Direct3D resources –Includes all texture features (cube maps, mip-maps) –Similar to HLSL (DirectX Shaders) –Single API across all GPU vendors, on Windows –Some guarantees of identical results across different hardware. Compute shaders are less specific, but have the advantage of having access to all functions (matrix, advanced texture functions, and so on) and data types (vectors, matrices, all texture formats, and vertex buffers) that exist in GLSL, while other GPGPU solutions, such as OpenCL or CUDA have their own specific data types and do not fit easily with the rendering pipeline. cache_directory =ShaderCache; Shaders that are directly compiled by the game, instead of binary, go here. 3, Compute Shaders will just “be therebe there” as part of core OpenGL. The pixel shader and texture unit between them are configured to calculate texture space gradient values for one or more primitives and generate and apply per-pixel gradient scale factors configured to modify the gradient values to smoothly transition them between regions of a display device having different pixel resolutions. Occlusion Culling with Compute Shaders Occlusion Culling improves mobile game performance with OpenGL ES 3. This sample focuses on how to use compute shaders in Vulkan specifically, and not how compute shaders work in general. One option I've seen mentioned is to use a Texture2DArray, but as far as I can tell, in Unity you can't create a Texture2DArray completely on the GPU, you have to transfer data to CPU and then back, which would be incredibly slow. The problem is that I bound an UAV and a SRV on the same texture. WK Bong (lightbwk) awarded a token. To get this going, we need to add a new uniform variable, which will load in our normal mapping texture: uniform sampler2D normal_texture;. The value may be at least 16. Which textures are bound to which indices?. Figure 7 shows the simple formulas for calculating memory bandwidth of the SLM technique; they read and write each texture once and are unaffected by the pass count. Determining the Work Group Size. Here's a super detailed tutorial about Eevee toon shading, plus more about my current character shader workflow. Then all the objects would be rendered separately once with a shader which would only compute the normal maps. Fragment/pixel shaders can compute implicit texture coordinate gradients, while geometry shaders can emit rendering primitives. For example, this code tries to render a blur view on a rectangle object in the middle of the gallery. 12+ [100% no lag] FlipoChannel. Compute shaders support uniforms are other member object just like a moderngl. My compute shader looks something like this: #version 430 //uniform int u_CurrentMipSize; const int u_CurrentMipSize. I resolved the problem creating two textures : one bound to an UAV and another bound to a SRV. Merging of ops to reduce the final number of shader programs generated; Based on this optimized graph, compute shaders are generated and compiled; we currently use OpenGL ES 3. Impossible to store 32bit floats in a Texture2D. Notes: The use of a TEX instruction can lead to lower shader performance if the shader is TEX instructions-limited. Allows you to offload much of the video decoding onto the GPU using GL 4. The GPU gets invoked at least twice, once for the compute opera-tion and once or more for the graphics operation. The shader also clears our framebuffer at the end by setting each value to 0xffffffffff000000. On current hardware, a warp has a width of 32 threads. as part of core OpenGL. See glActiveTexture. U sing texture() on the input sampler2D worked properly w hen the whole image was processed and all the individual invocations did the same thing,. Textures and Samplers. We have had terminology like a texture and sampler before, but to expose writeable textures a shader image is introduced. Samplers object seems not to be properly unbound when dealing with depth test and array texture like for shadowedsunlight shader. If the shaders are located in text files they must be loaded into memory first. – Compute Shader – Multithreading – Dynamic Shader Linkage – Improved Texture Compression – Quick Glance at Other Features • Availability. Whereas in AGAL, to run cellular automata, I'd create a rectangle out of two triangles with a vertex shader and execute the reaction diffusion functions in a separate fragment shader, a compute. Both the dynamic-shading and inline forms of raytracing use the same opaque acceleration structures. You just need to pass GL_COMPUTE_SHADER as a parameter to glCreateShader and then it go through the normal attach shader, compile, link. 12+ [100% no lag] FlipoChannel. Metal automatically tracks dependencies between the compute pass and the render pass. Compute shaders should be able to do nearly anything achievable with OpenCL with the same flexibility and control over hardware resources and with the same programming approach. In this plot, you can, for example, see the solar cells (light steel blue) as visible from the sun. I also generate a red line in the compute shader for debugging. params returns one value, the maximum supported texture image units that can be used to access texture maps from the compute shader. The GPU gets invoked at least twice, once for the compute opera-tion and once or more for the graphics operation. So far, I've read that pixel buffer objects are good for non-blocking CPU -> GPU transfers, and that compute shaders are capable of reading and writing buffers regardless of how they're bound. supportRenderTexture on the device it does return true, but the rendertexture doesn't get updated after the dispatch call which is really strange, it works fine on desktop when you turn graphics emulation off. Derivatives are calculated by taking differences between the pixel values in a block; dFdx subtracts the values of the pixels on the left side of the block from the values on the right side, and dFdy subtracts the values of the bottom pixels from the top ones. Texture fetch (Textures) RAT TU Dresden, 09. The pixel shader and texture unit between them are configured to calculate texture space gradient values for one or more primitives and generate and apply per-pixel gradient scale factors configured to modify the gradient values to smoothly transition them between regions of a display device having different pixel resolutions. Blurred layers are then combined to create the bloom which is an HDR texture at ¼th of the original resolution. So I decided to use compute shader to calculate them and export them into textures, and then pass them to fragment shader. Nor can it perform texture filtering or binding from some of the GL texture types. If the shaders are located in text files they must be loaded into memory first. For the beginning, I will explain how my engine works internally. On DX11 level hardware, compute shaders have access to 32k of TGSM, which is basically a scratchpad for communication between threads in the same group. supportRenderTexture on the device it does return true, but the rendertexture doesn't get updated after the dispatch call which is really strange, it works fine on desktop when you turn graphics emulation off. Occlusion Culling with Compute Shaders Occlusion Culling improves mobile game performance with OpenGL ES 3. mainSound takes current time stamp (time) and return the sample for stereo channels (vec2). Impossible to store 32bit floats in a Texture2D. Unified shader architecture. Texture fetch (Textures) RAT TU Dresden, 09. When sampling a texture in a shader, the texture sampler was traditionally specified as separate object that was bound to the pipeline at run time or as part of the texture object itself. The size of those groups can be set by us in the compute shader, in our case I set them to 8x8x1. You can now off-load different CPU-heavy calculations (like fluid dynamics, particles, advanced physics post-effects, etc) to GPU. I have been pulling the spine runtime into my own rendering and after several days I cannot figure out what's going with the uv coordinates. This shared memory can remove redundant fetches, and avoid using a fullscreen quad vertex shader. This enables the code to run on any DX11 or DX10 GPU. // In order to write to a texture, we have to introduce it as image2D. When, it compute shadow color, we sample LightMap (3D texture). Texture samplers in compute shaders. For example, this code tries to render a blur view on a rectangle object in the middle of the gallery. Additional values that can be put into Input structure:. You can now off-load different CPU-heavy calculations (like fluid dynamics, particles, advanced physics post-effects, etc) to GPU. Merging of ops to reduce the final number of shader programs generated; Based on this optimized graph, compute shaders are generated and compiled; we currently use OpenGL ES 3. 0 / OpenGL ES 3. 0f); } The problem is that the texture is always black (the compute shader doesn't write to the texture). • Compute Shaders use the GLSL language, something that all OpenGL programmers should already be familiar with (or will be soon). For example, the following code snippets show how you can declare and use a RWTexture2D object as tex in a compute shader and then declare and use a Texture2D object as tex in a pixel shader. That's because ThreeJS's (otherwise nice!) compute shader implementation is written on top of WebGL 1's fragment shaders, rendering to floating point buffers enabled through the "oes_texture_float" extension. A compute shader is similar to a vertex, geometry, or pixel shader and offers a programming interface that makes the massively parallel computation power of graphics hardware available to tasks outside of the normal raster. The Shader Collection - Essential is a FREE shader collection for Arnold and other renderers. The list of things you can do with render to texture is endless and is the reason why it is one of the most powerful tools in DirectX 11. EDIT: I changed the texture to be immutable and successfully tested it in a vertex/pixel shader, but in the compute shader, things still arent working. Below is a small video of the end result with using compute shaders. The compute shader technology is also known as the DirectCompute technology. Fragment/pixel shaders can compute implicit texture coordinate gradients, while geometry shaders can emit rendering primitives. Texture fetch (Textures) RAT TU Dresden, 09. Intel 8th Gen Core Gaussian Mixture Model benchmarks, Intel 8th Gen Core Gaussian Mixture Model performance data from OpenBenchmarking. Generate grass from an input mesh using a geometry shader, and control the density using tessellation. Both the dynamic-shading and inline forms of raytracing use the same opaque acceleration structures. See glActiveTexture. texture dimensions in a Constant Buffer if TEX-bound. Advanced Metal Shaders | 3D Models and 3D Software by Daz 3D Posted: (5 days ago) Advanced metal shaders is a powerful tool for your metal renders both easy to use and highly customizable. The headline feature of the new spec is support for compute shaders. In the second step, another compute shader that runs on each pixel reads the values from our custom framebuffer and stores the color values in an actual OpenGL texture. • Compute shaders use the same context as does the OpenGL rendering pipeline. The Textures Unlimited addon brings the Unity 5 Standard shader functions to KSP along with a suite of utilities for loading shader and model asset bundles, and a host of shader and texture-related functions to support them. BySize small instances will use layer 0 of the texture array, mid size instances layer 1 and large instances layer 2. I am trying to use a compute shader to generate some data in a texture. 0 in compute shader. We do not want to write our shaders twice! We have a large, existing HLSL shader code base. It has access to many of the same resources as fragment and other shader types, such as textures, image variables, atomic counters, and so on. The first one is bump, the second is shadow and the third one is mixture of first two components. Two layout qualifiers are provided allowing to specify Quad arrangements based on a linear index or 2D indices. You cannot link a compute shader with a vertex shader for example. ) New texture functionality (stencil texturing, more queries) New buffer functionality (clear buffers, invalidate buffers, etc. One thing shader authors routinely take advantage of is the fact that they can do some simple work to filter out data points in the vertex shader by placing them outside the frustum. This sample focuses on how to use compute shaders in Vulkan specifically, and not how compute shaders work in general. Samplers object seems not to be properly unbound when dealing with depth test and array texture like for shadowedsunlight shader. 2D texture arrays is in essence multiple 2D exturesT that builds up the 3D texture. GL_ARB_shader_storage_buffer_object: enables all shader stages to read and write arbitrarily to very large buffers, great way for compute shaders to communicate to graphics pipeline. Miele French Door Refrigerators; Bottom Freezer Refrigerators; Integrated Columns – Refrigerator and Freezers. The Shader Collection - Essential is a FREE shader collection for Arnold and other renderers. OpenGL Compute Shader - the Basic Idea A Shader Program, with only a Compute Shader in it shader types, such as textures, image te xtures, atomic counters, and so on. /** * We know the compute shader will output on a buffer which is * as big as the texture. It's very likely that writes from pixel shaders go through all the regular blending hardware even if you don't use it. This includes rasterization, depth and stencil test, blending and derivatives. They include upping the resource limit to 2GB, increasing texture limits to 16K and support for double-precision floating point (this last one is optional, and is aimed at compute shaders). emit compute shader args [uint32*3] simulation compute shader args [uint32*3] draw args [uint32*4] sorting compute shader arguments (optional) [uint32*3] Random color texture for creating random values in the shaders; Kick off particle simulation: Update a constant buffer holding emitter properties: Emitted particle count in current frame. We can then dispatch our compute shader. The point is to have fun with this different type of shader and possibly apply whatever you got out of it to a more solid implementation (with compute shaders for example). Currently the only type of 2D shader is a pixel shader. Render Texture setup I use pairs of 2 render textures in order to. SHADERed is the most powerful shader IDE. Make a shader that projects the illusion of flow. Buffers are often used for vertex, shader, and compute state data. dll into your Assets/Plugin folder, attach this script to some game object and press Play. Texture fetch (Textures) RAT TU Dresden, 09. Compute shaders A small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. This could be encoded into LightColor (and we will in a later tutorial), but for now let’s just have a color (e. It shows how to load a texture from file, create shader resource binding object and how to sample a texture in the shader. One of the resources in Unity that I have used the most is the easiness with which it integrates customs shaders - including the ability to code geometry, tesselation and compute shaders. This sample focuses on how to use compute shaders in Vulkan specifically, and not how compute shaders work in general. See full list on arm-software. A compute shader implementation of High-Quality Surface Splatting on Today’s GPUs[2]. When creating these compute shaders, we also employ various architecture-specific optimizations such as:. For each input vertex, this shader outputs a single vertex. One option I've seen mentioned is to use a Texture2DArray, but as far as I can tell, in Unity you can't create a Texture2DArray completely on the GPU, you have to transfer data to CPU and then back, which would be incredibly slow. The first five bytes are the depth component which are reset to the. frag is going to contain all of our bump mapping calculations. desktop /usr/share/doc/ /usr/share/doc/fs-uae-launcher/COPYING /usr/share/doc. However, because you can create multiple view types to the same resource, you can declare multiple texture types as a single texture in multiple shaders. A pixel shader must always output a COLOR0, of type float4. To anyone who has done GPGPU in Cinder for e. i know its slightly off topic in a discussion on compute shaders but it seems that would be relevant when thinking about displaying data from the shader. Extensively revised, this edition presents many new OpenGL 4. Schlick Shading Model. Data can be shared internally between pipeline stages and rendering-compute contexts so both can be executed in parallel. There cannot be vertex, fragment, etc. Compute shaders were introduced into OpenGL with Version 4. On AMD, make sure you have Catalyst 14. my suggestion is 45-65 or 50. WK Bong (lightbwk) awarded a token. Similar to regular shaders, compute shaders are Asset files in your project, with a. We used compute shaders and 3D texture UAVs to write volumetric data in both efficient and very convenient manner. The scene uses geometry and compute shaders for HDR tone mapping and bloom, and also for post-process effects such as lens flares and particles. Texture bound from JavaScript side using bindImageTexture (), new API added by WebGL 2. 02-sample-from-texture. I’ve been trying to get into writing compute shaders for Unity and I cannot for the life of me figure out why I cant write to a 3D texture but I can write to a 2D texture. Today I will be going over the core concepts for writing compute shaders in Unity. You can now off-load different CPU-heavy calculations (like fluid dynamics, particles, advanced physics post-effects, etc) to GPU. But it blurred the whole scene instead. In sound shader you have to define vec2 mainSound(float time) function instead of void main(). A Compute Shader is created just like any other GLSL shader, except that its type is GL_COMPUTE_SHADER (duh…). Programmers are now able to use the GPU as a general processor. So do you have PostConfigInit option defined anywhere? in the. bind_to_storage_buffer(). ): Stop sound shaders. Nasty aliasing! 04-progressive-sampling. Accessing Texture assets as UAV from Compute Shaders 05-21-2019, 04:56 PM Hi everybody, for a project we're doing, we need to modify Volume Texture assets in a compute shader and then plug them into materials. Another interesting mophing is to use texture uv coordinate to illustrate the idea of texture unwrap. • Combining vertex shaders to have one to compute the transformation and the next one to compute the lighting is impossible. Instead of supplying a general purpose configuration, Godot Shading Language must specify what a shader is intended for. There's no support for mip-mapped textures, only a single texture level can be exposed to CL. Two layout qualifiers are provided allowing to specify Quad arrangements based on a linear index or 2D indices. A trilinear filter would require twice as many texture lookups. Make the workgroup size a multiple of 64 to obtain best performance across all GPU generations. A shader resource view that allows us to read the source texture. 2D shaders may take part in rendering 3D geometry. Unreal, on the other hand, seems to be a mess: shaders have to be altered directly in the engine's source code and the engine has to be recompiled - all in a. Chapter 18; GPU Particles (Github) GPU. A compute shader implementation of High-Quality Surface Splatting on Today’s GPUs[2]. It is worth noting that, as with other Compute APIs, Compute Shaders do not directly support any fixed-function graphics features with the exception of texturing. Advanced Metal Shaders | 3D Models and 3D Software by Daz 3D Posted: (5 days ago) Advanced metal shaders is a powerful tool for your metal renders both easy to use and highly customizable. One thing shader authors routinely take advantage of is the fact that they can do some simple work to filter out data points in the vertex shader by placing them outside the frustum. cpp we create an OpenGL 4. It's very likely that writes from pixel shaders go through all the regular blending hardware even if you don't use it. This shared memory can remove redundant fetches, and avoid using a fullscreen quad vertex shader. The compute shader manipulates GPU-based data. See WebGL 2. Compute shaders were made part of core OpenGL in version 4. A Compute Shader must be in a shader program all by itself. These extensions bring Compute even closer to Graphics by adding support for Quad-based derivatives in Compute Shaders, using the x and y coordinates of the local workgroup invocation ID. The biggest news: the team is working on a fully-compliant OpenGL ES 3. A compute shader is a special part of the graphics pipeline. When everyone catches up to OpenGL 4. This includes rasterization, depth and stencil test, blending and derivatives. I don't know how to deal with both shader and render texture at the same time. It's awesome to see the emergence from "noise" into interesting patterns — sometimes only visible at different resolution sizes (from 8 — 2048). Learn to write a grass shader for Unity engine. Thanks for your help ! :D. A shader resource view that allows us to read the source texture. 11 R600 ISA Folie 6 Program Types Vertex Shader Geometry Shader DMA Copy Pixel Shader New to r800: Compute Shaders. Next, you will see how to use textures and samplers as inputs to shaders. Simply put, a compute shader is a is a program executed on the GPU that doesn't need to operate on mesh or texture data, works inside the OpenGL or DirectX memory space (unlike OpenCL which has its own memory space), and can output buffers of data or textures and share memory across threads of execution. In the examples below, I'm varying these rules in the compute shader which in turn drive the output to a texture map on a simple polygonal mesh. Can be used in samplers Tex inputs or shader function inputs to. Make a shader that projects the illusion of flow. A Compute Shader is a programmable shader stage but it cannot be used in a graphics pipeline. Introduction. I have all the animations playing just fine and all of the meshes are constructed properly but the texture will not line up even close to where it's supposed to be. This means that if we process a 32x32 The best balance of local work group size depends Writing a Basic Compute Shader. A trilinear filter would require twice as many texture lookups. Presenting particular value in compute shader. This is an important technique for optimizing 2D, full-screen, compute shader passes that are doing widely spread texture fetches and which are VRAM-limited with a poor L2 hit rate. Within the application you need to create a compute shader, which is just a new type of shader (GL_COMPUTE_SHADER), and the other calls related to the initialisation remain the same as for vertex and fragment shaders. JS (WebGL backend). Compute shaders are more "low-level" than pixel shaders. In this plot, you can, for example, see the solar cells (light steel blue) as visible from the sun. Using Compute Shaders Introduction Implementing a particle simulation with the compute shader Creating a fractal texture using the compute shader Using the compute shader for cloth simulation Implementing an edge detection filter with the compute shader. 0 compatibility Marquee Feature 4. In sound shader you have to define vec2 mainSound(float time) function instead of void main(). OpenGL Compute Shader - the Basic Idea A Shader Program, with only a Compute Shader in it shader types, such as textures, image te xtures, atomic counters, and so on. Vertex shaders also have access to uniform variables, which act as read-only global variables for all vertices in a draw call. Each vertex has a set of user defined input attributes, for instance, position, normal vector, and texture coordinates. But it blurred the whole scene instead. Compute shaders were actually internally used in UNIGINE for a while, and starting with 2. It was not an easy job! Becoming a noise-bender-master takes time and effort. In the examples below, I'm varying these rules in the compute shader which in turn drive the output to a texture map on a simple polygonal mesh. Last tutorial covered textures and today … All ComputeShader GPU. The Shader Collection - Essential is a FREE shader collection for Arnold and other renderers. xyz += gl_Vertex. mainSound takes current time stamp (time) and return the sample for stereo channels (vec2). Unified shader architecture. Compute Shaders: Optimize your engine using compute / Lou Kramer, AMD (video) Introduction to Compute Shaders in Vulkan; Compute Shader(OpenGL) Compute Shader Overview(Direct3D 11) About Threads and Threadgroups(Metal) ARM® Mali™ GPU OpenCL Developer Guide(Version 3. In the examples below, I'm varying these rules in the compute shader which in turn drive the output to a texture map on a simple polygonal mesh. Whereas in AGAL, to run cellular automata, I'd create a rectangle out of two triangles with a vertex shader and execute the reaction diffusion functions in a separate fragment shader, a compute. The output is the final position in clip coordinates and the attributes that need to be passed on to the fragment shader, like color and texture coordinates. foreach (pixel in texture) foreach (triangle in mesh) get pixel center as mesh bounds position get closest point on triangle calculate distance from pixel position to triangle keep the smallest distance perform a raycast along arbitrary vector against triangle if(raycast intersects triangle) increment an intersection counter if(number of intersections is even) pixel value is positive // outside mesh else pixel value is negative // inside mesh. 5 1 Introducing DirectX. When, it compute shadow color, we sample LightMap (3D texture). SetTexture takes a string (or ID) of a single variable. The shader : RWTexture2D gOutput : register(u0); [numthreads(16, 16, 1)] void main(int3 dispatchThreadID : SV_DispatchThreadID) // Thread ID { gOutput[dispatchThreadID. Another interesting mophing is to use texture uv coordinate to illustrate the idea of texture unwrap. Using Compute Shaders Introduction Implementing a particle simulation with the compute shader Creating a fractal texture using the compute shader Using the compute shader for cloth simulation Implementing an edge detection filter with the compute shader. How can I pass this array to the compute shader? ComputeShader. Minecraft ray tracing shader. This technique significantly reduces the number of triangles that need to be drawn in scenes with massive instancing and low visibility ratios. A texture is an OpenGL Object that contains one or more images that all have the same image format. It will be a missing [ShaderOverride] in the base mod - for performance reasons 3DMigoto only checks the [TextureOverride] sections when it is told to do so from a [ShaderOverride] or [ShaderRegex] (the reason is there are typically only 2 shader slots to check per draw call for the vertex and pixel shaders, compared to 700 texture/resource. We detail improvements made to the original article along the way in the interest of usability in video-game production, reducing processing times and adapting to texture filtering and compression. Learn to write a grass shader for Unity engine. Note This sample assumes you have some knowledge of how compute shaders work in other related graphics APIs such as OpenGL ES. Contents-at-a-Glance Introduction. Make the workgroup size a multiple of 64 to obtain best performance across all GPU generations. After looking into this for a while, I found out a couple of things: You cannot avoid a memcpy: You cannot write directly into texture storage allocated for a compressed texture using only OpenGL API calls. Texture reads usually use a tile-based cache, but this cache is still much slower than shared memory. GL_ARB_stencil_texturing: read stencil bits of a packed depth-stencil texture. 1 Introduction GPU rasterizers are most e cient when primitives project into more than a few pixels. A shader resource view for our constant buffer. One object is for the compute shader and the other is for rendering (vertex + fragment shaders). Metal automatically tracks dependencies between the compute pass and the render pass. volumetric textures as storage for intermediate and partial results. dll into your Assets/Plugin folder, attach this script to some game object and press Play. Nope, you should be able to do this in earlier versions of Unity and with other graphics APIs as long as they support compute shaders. When using a compute shader to operate on a texture image, such as in procedural texture generation, you may require the texture data to be cleared to an initial value before it is used. Like other programmable shaders (vertex and geometry shaders for example), a compute shader is designed and implemented with HLSL but that is just about. JS (WebGL backend). This color is used. A compute shader is similar to a vertex, geometry, or pixel shader and offers a programming interface that makes the massively parallel computation power of graphics hardware available to tasks outside of the normal raster. compute file Invoking compute shaders. Similar to vertex and pixel shaders, a compute shader is defined using HLSL in DirectX but a compute shader does not operate on vertices or pixels. In sound shader you have to define vec2 mainSound(float time) function instead of void main(). This computation is made on the CPU but it could have been done on the GPU using viewports that would have textures as render target, instead of the screen. 23 3 Tools of the Trade. This sample focuses on how to use compute shaders in Vulkan specifically, and not how compute shaders work in general. There are two ways to output the result from Compute. There is also an optional new shader stage called the amplification shader. In the examples below, I'm varying these rules in the compute shader which in turn drive the output to a texture map on a simple polygonal mesh. Adjust the brightness of your game by adjusting this shader. JS (WebGL backend). Metal automatically tracks dependencies between the compute pass and the render pass. In Unity you can check whether your GPU supports compute shaders by checking SystemInfo. Render a full-screen quad to generate the correct number of fragments. The compute vertex index input instruction 412 computes the inputs used and passed by the cull shader program 410 to the fetch shader program 420 if used or the transform shader program 430, based on the number of vertices to be processed by the fetch shader program 420 and the transform shader program 430 and the work-item identifier and work. The only input Compute Shaders get, aside from API state such as the bound Constant Buffers and resources, is their thread index. A large buffer to store all of the per-tile histograms. One advantage is that they integrate almost seamless in an existing pipeline. 1, there now is a public API for them. Use a compute shader to generate terrain on demand as we move around the world; Use a floating point texture for more vertical resolution; Use a Z-fill pre-pass to reduce fragment shader work load; Compute normal vectors once in compute shader rather than every frame; Add trees, bushes, rocks, grass using instanced geometry rendering. For example, this code tries to render a blur view on a rectangle object in the middle of the gallery. Even in the Unified model the instruction set may not be completely the same between different shader types; different shader stages may have a few distinctions. Two layout qualifiers are provided allowing to specify Quad arrangements based on a linear index or 2D indices. foreach (pixel in texture) foreach (triangle in mesh) get pixel center as mesh bounds position get closest point on triangle calculate distance from pixel position to triangle keep the smallest distance perform a raycast along arbitrary vector against triangle if(raycast intersects triangle) increment an intersection counter if(number of intersections is even) pixel value is positive // outside mesh else pixel value is negative // inside mesh. Unified shader architecture. shaders in there with it. The Textures Unlimited addon brings the Unity 5 Standard shader functions to KSP along with a suite of utilities for loading shader and model asset bundles, and a host of shader and texture-related functions to support them. 2 or above, and gdebugger is meant for lower version of OpenGL). This is now possible using the set_clear_color function, which specifies the color that Panda3D will clear the texture to. Occlusion Culling with Compute Shaders Occlusion Culling improves mobile game performance with OpenGL ES 3. 0 Compute, can be read and written by Compute shader through imageLoad () / imageStore (). The shader code is a port of the original Cg version written by Keenan Crane. We have had terminology like a texture and sampler before, but to expose writeable textures a shader image is introduced. Tutorial 03 – Texturing. ; Shaders in game will be replaced by these custom shaders. // compute final position value p. In this plot, you can, for example, see the solar cells (light steel blue) as visible from the sun. The goal of this last one is simply to calculate the vertex position in world space. A pixel shader must always output a COLOR0, of type float4. Home; Vulkan compute texture. Compute shaders were actually internally used in UNIGINE for a while, and starting with 2. • Compute shaders use the same context as does the OpenGL rendering pipeline. One object is for the compute shader and the other is for rendering (vertex + fragment shaders). The compute shader manipulates GPU-based data. Compute Shader And Texture Compression. The compute shader provides memory sharing and thread synchronization features to allow more effective parallel programming methods. Intel 8th Gen Core Gaussian Mixture Model benchmarks, Intel 8th Gen Core Gaussian Mixture Model performance data from OpenBenchmarking. Presenting particular value in compute shader. Shader Types¶. A texture can be used in two ways - it can either be the source of a texture access from a Shader, or it can be used as a render target. my suggestion is 45-65 or 50. Unified shader architecture. The vertex shader processes each incoming vertex. More info See in Glossary are programs that run on the graphics card, outside of the normal rendering The process of drawing graphics to the screen (or to a render texture). 1 implementation, which will bring the Raspberry Pi 4's first support for Compute Shaders — allowing the VideoCore-VI to execute programs which are not limited to operating on mesh or texture data and which share the same memory space as other OpenGL ES programs. A common way to do so is via an orthographic projection of the surface of interest as seen from, i. For the beginning, I will explain how my engine works internally. When sampling a texture in a shader, the texture sampler was traditionally specified as separate object that was bound to the pipeline at run time or as part of the texture object itself. 23 3 Tools of the Trade. We can then dispatch our compute shader. 1, there now is a public API for them. During triangles rasterization, GPUs run many instances of a fragment shader at a time organizing them in blocks of 2×2 pixels. It's awesome to see the emergence from "noise" into interesting patterns — sometimes only visible at different resolution sizes (from 8 — 2048). Compute shaders were introduced into OpenGL with Version 4. This is the output after setting up the RayTracingMaster. BySize small instances will use layer 0 of the texture array, mid size instances layer 1 and large instances layer 2. The output after adding a ground plane and sphere. The size of those groups can be set by us in the compute shader, in our case I set them to 8x8x1. Pixel shaders. 0 / OpenGL ES 3. I also generate a red line in the compute shader for debugging. An architectural advantage of compute shaders for image processing is that they skip the ROP step. The OpenGL rendering pipeline creates a scene based on those new data values. Merging of ops to reduce the final number of shader programs generated; Based on this optimized graph, compute shaders are generated and compiled; we currently use OpenGL ES 3. compute shaders to OpenGL allows a server-side program to combine modeling and rendering elements within the same framework as a series of GPU ‘passes,’ where each pass begins as a request from the client to initiate data processing (whether through the rendering pipeline or with a standalone compute stage). This means that if we process a 32x32 The best balance of local work group size depends Writing a Basic Compute Shader. So I already have a texture loaded in Blender called test. cpp we create an OpenGL 4. 1 Compute Shader. Similar to regular shaders, compute shaders are Asset files in your project, with a. A highly scalable, compute shader-based motion blur algorithm is responsible for plausible camera and object movements. mainSound takes current time stamp (time) and return the sample for stereo channels (vec2). Fragment/pixel shaders can compute implicit texture coordinate gradients, while geometry shaders can emit rendering primitives. Moreover, I had to use the latest technologies of GPU to increase performances. cs script to invoke Unity’s default compute shader. We have had terminology like a texture and sampler before, but to expose writeable textures a shader image is introduced. It begins with a conventional raster-ization stage, but records texel accesses as shading work rather than running a shade per pixel. For the compute vs graphics performances, my understanding is that it is not linked to shader code performance, but more to how data is fed to the GPU. Several threads here and on beyond3d forums inspired me to do some tests on data compression. ; Shaders in game will be replaced by these custom shaders. This runs before the mesh shader, determines how many mesh shader thread groups are needed, and then launches the required number of mesh shaders. A compute shader implementation of High-Quality Surface Splatting on Today’s GPUs[2]. This means that you cannot avoid the call to glCompressedTexImage2D with a bound PBO. Summary of Styles and Designs. We mentioned this open secret in the conclusion of our article on CUDA. Unified shader architecture. You cannot link a compute shader with a vertex shader for example. Learn to write a grass shader for Unity engine. ing of vertex texture values, we have to emulate filtering in the shader with explicit math instructions. 2D shaders may take part in rendering 3D geometry. View demo (Make sure you are on a system with WebGL 2. with Compute Shaders Jad Khoury, Jonathan Dupuy, and Christophe Riccio 1. A pixel shader must always output a COLOR0, of type float4. color = MaterialDiffuseColor * LightColor * cosTheta / (distance*distance); Lastly, we need another parameter to control the power of the light. One of the resources in Unity that I have used the most is the easiness with which it integrates customs shaders - including the ability to code geometry, tesselation and compute shaders. However, when drawing objects on the screen, we also want to draw those using textures. Shaders Texture SSPE Lightweight Shader for Minecraft PE 1. In this lesson, a compute shader is used to generate the mipmaps for a texture when the texture is loaded. In the examples below, I'm varying these rules in the compute shader which in turn drive the output to a texture map on a simple polygonal mesh. In this post, we introduce a new kind of shader function: the kernel function. of a 3D texture is that it is easy to nd the correct texel and all of the nearby texels within the texture. Unreal, on the other hand, seems to be a mess: shaders have to be altered directly in the engine's source code and the engine has to be recompiled - all in a. Whereas in AGAL, to run cellular automata, I'd create a rectangle out of two triangles with a vertex shader and execute the reaction diffusion functions in a separate fragment shader, a compute. Even in the Unified model the instruction set may not be completely the same between different shader types; different shader stages may have a few distinctions. When you send the command buffer to be executed, because Metal sees that the output texture is written by the compute pass and read by the render pass, it makes sure the GPU finishes the compute pass before starting the render pass. There's a tremendous potential for confusion here, so here's the most important thing to keep in mind: a "thread" is the atomic unit of dispatch in the CS environment, and it's a substantially different beast from. Created Date: 2/6/2007 9:34:01 AM. emit compute shader args [uint32*3] simulation compute shader args [uint32*3] draw args [uint32*4] sorting compute shader arguments (optional) [uint32*3] Random color texture for creating random values in the shaders; Kick off particle simulation: Update a constant buffer holding emitter properties: Emitted particle count in current frame. 3, Compute Shaders will just “be there” as part of core OpenGL. Matrix multiplications in Compute shaders are 2 times faster than in TensorFlow. com/api/v1/shaders/shaderID?key=appkey where shaderID is the same ID used in the Shadertoy URLs, and also the values returned by the "Query Shaders". When sampling a texture in a shader, the texture sampler was traditionally specified as separate object that was bound to the pipeline at run time or as part of the texture object itself. The point is to have fun with this different type of shader and possibly apply whatever you got out of it to a more solid implementation (with compute shaders for example). The texture shader is called now instead of the color shader to render the model. It allows to execute code on the GPU, read and write buffer data. Presenting particular value in compute shader. Allows you to offload much of the video decoding onto the GPU using GL 4. We used compute shaders and 3D texture UAVs to write volumetric data in both efficient and very convenient manner. On DX11 level hardware, compute shaders have access to 32k of TGSM, which is basically a scratchpad for communication between threads in the same group. It's awesome to see the emergence from "noise" into interesting patterns — sometimes only visible at different resolution sizes (from 8 — 2048). I made it look like how I wanted it though. This model - some ALUs bundled together, with some extra memory to allow communicating between sets of them - was exposed at the same time as a "compute shader". of a 3D texture is that it is easy to nd the correct texel and all of the nearby texels within the texture. With the full parallel processing power of modern graphics cards at hand, programmers can. How can I pass this array to the compute shader? ComputeShader. Unified shader architecture. This makes sampling a more complex task. 3, mid-year 2012. We also need to remember the dimensions of the texture. When everyone catches up to OpenGL 4. Define the const and non-const behavior for some corner case like NaN, Inf, 0. A compute shader implementation of High-Quality Surface Splatting on Today’s GPUs[2]. // In order to write to a texture, we have to introduce it as image2D. Vertex shaders also have access to uniform variables, which act as read-only global variables for all vertices in a draw call. A common way to do so is via an orthographic projection of the surface of interest as seen from, i. Compute shaders Compute shader Assets. Its size will be numTiles * numHistogramBins. I’ve been trying to get into writing compute shaders for Unity and I cannot for the life of me figure out why I cant write to a 3D texture but I can write to a 2D texture. Compute Shaders When creating a 3D Texture or a 2D Texture Array with a compute shader, the shader is still only ran once. We do not want to write our shaders twice! We have a large, existing HLSL shader code base. as part of core OpenGL. Summary of Styles and Designs. A pixel shader must always output a COLOR0, of type float4. storage_directory =ShaderFromGame. When implemented naively, even the simplest bilinear filter would require four texture lookups to calculate a single filtered value. Since they use GLSL, you have access to texture buffers, storage buffers, atomic memory operations, and many other useful features. my suggestion is 45-65 or 50. Thanks for your help ! :D. About performances, my old code was very very bad (you can see the proof after), I had to implement a powerful multi stage culling. Chapter 18; GPU Particles (Github) GPU. See full list on khronos. The first unified cross-platform 3D graphics benchmark database for comparing Android, iOS, Windows 8, Windows Phone 8 and Windows RT capable devices based on graphics processing power. The list of things you can do with render to texture is endless and is the reason why it is one of the most powerful tools in DirectX 11. Texture can be 1D, 2D or 3D. Currently the only type of 2D shader is a pixel shader. This gives us the ability to write to any pixel. This includes rasterization, depth and stencil test, blending and derivatives. Both the dynamic-shading and inline forms of raytracing use the same opaque acceleration structures. Compute shaders were made part of core OpenGL in version 4. Loading Shader. Contents-at-a-Glance Introduction. In case of future changes, it’s a good idea to use the following intrinsics to determine the number of threads within a warp as well as the thread index (or lane) within the current warp:. It's actually really hard to beat the efficiency of pixel shaders, textures and render targets unless you have some very specific cases. I also generate a red line in the compute shader for debugging. In the examples below, I'm varying these rules in the compute shader which in turn drive the output to a texture map on a simple polygonal mesh. Though, I must note here that if you want your compute shader based program to work on every of those platforms, you have to take into account the differences between those different graphics APIs. Simply put, a compute shader is a is a program executed on the GPU that doesn't need to operate on mesh or texture data, works inside the OpenGL or DirectX memory space (unlike OpenCL which has its own memory space), and can output buffers of data or textures and share memory across threads of execution. And here comes Yves Ducreuzet and his convincing arguments and experiences on DirectX 11 Compute Shaders. To anyone who has done GPGPU in Cinder for e. Compute Shaders! OpenGL Shading Language (GLSL) updates (multi-dimensional arrays, etc. shaders in there with it. – Compute Shader – Multithreading – Dynamic Shader Linkage – Improved Texture Compression – Quick Glance at Other Features • Availability. Pixel shaders. PS: AMD shader core aren't slower than NVIDIA's ones—at same frequency. Chaining compute shaders that output the same amount of work is trivial, in fact, you’d likely just merge the code into one uber compute shader. This is now possible using the set_clear_color function, which specifies the color that Panda3D will clear the texture to. Last tutorial covered textures and today … All ComputeShader GPU. std430 layout is requred for shared memory. The output after adding a ground plane and sphere. It is available in any shader stage, including compute shaders, pixel shaders etc. If you write your shaders in Unicode (for the comments), you have to write your own loader. storage_directory =ShaderFromGame. The default shader does a few calculations to write a pattern into a texture, but for. Workaround : Use a dedicated texture unit for such samplers Bindless srgb textures are sampled like rgb textures; Workaround : Use #ifdefs and pow(. This means that if we process a 32x32 The best balance of local work group size depends Writing a Basic Compute Shader. Our vertex shader requires absolutely no extra calls, so just use the one provided in the previous texturing tutorial. The input structure Input generally has any texture coordinates needed by the shader. This tutorial demonstrates how to apply a texture to a 3D object. Texture: objects conforming to theMTLTexture protocol. Similar to vertex and pixel shaders, a compute shader is defined using HLSL in DirectX but a compute shader does not operate on vertices or pixels. In Unigine, compute shaders have a *. Impossible to store 32bit floats in a Texture2D. Today I will be going over the core concepts for writing compute shaders in Unity. This gives us the ability to write to any pixel. 1 - which is what gpu on the snapdragon 821 supports. Using Compute Shaders Introduction Implementing a particle simulation with the compute shader Creating a fractal texture using the compute shader Using the compute shader for cloth simulation Implementing an edge detection filter with the compute shader. 1 Compute Shader. However, when drawing objects on the screen, we also want to draw those using textures. cs script to invoke Unity’s default compute shader. xy] = float4(0. GL_ARB_shader_image_size: query size of an image in a shader. It is particularly important when doing convolution passes that use wide kernels (such as typical denoisers), or when using NVIDIA DXR1. Because compute shaders do not fit into our staged shader pipeline we have to set up a different type of input and output. as part of core OpenGL. Introduction. They represent an allocation of formatted image data with a specified texture type and pixel format. Shaders Texture SSPE Lightweight Shader for Minecraft PE 1. Instead of supplying a general purpose configuration, Godot Shading Language must specify what a shader is intended for. SetTexture takes a string (or ID) of a single variable. The Textures Unlimited addon brings the Unity 5 Standard shader functions to KSP along with a suite of utilities for loading shader and model asset bundles, and a host of shader and texture-related functions to support them. As a simple example, say we want to use the compute shader to produce a procedural texture. Make a shader that projects the illusion of flow. Veda: Stop Sound Shader (alt-. Dear all, I am currently trying to perform some basic thermal analysis on a satellite. png and I am just trying to re-render this texture using GLSL to the blank texture called test_glsl with this code:. The gaussian filter is one of the simpler examples. The compute shader (also known as DirectCompute) is an optional programmable stage that executes a shader program upon multiple threads, optionally passing in a dispatch thread identifier (SV_DispatchThreadID) and up to three thread group identifier values as input (SV_GroupIndex, SV_GroupID, and SV_GroupThreadID). At the time I had never used compute shaders for a project so I decided to take some time to refactor the program to use a compute shader. This is the output after setting up the RayTracingMaster. The default shader does a few calculations to write a pattern into a texture, but for this tutorial I want to go one step simpler and just write positions into an array. Vertex shaders also have access to uniform variables, which act as read-only global variables for all vertices in a draw call. However when I insert a simple compute shader stage in pipeline that only copies data from that external image to a new texture which I display, I can see only black screen. /** * We know the compute shader will output on a buffer which is * as big as the texture. Unified shader architecture. [read-only] maxWorkGroupSizeX : int Returns the maximum size of Compute Shader local workgroups in the X axis. Summary of Styles and Designs. Samplers object seems not to be properly unbound when dealing with depth test and array texture like for shadowedsunlight shader. The compute shader provides memory sharing and thread synchronization features to allow more effective parallel programming methods. Compute Shaders. Several threads here and on beyond3d forums inspired me to do some tests on data compression. Chapter 18; GPU Particles (Github) GPU. Abstract: A set of graphics primitive information for a virtual object may be processed with compute shader running on a graphics processing unit (GPU) to generate a modified set of primitive information. Simply put, a compute shader is a is a program executed on the GPU that doesn't need to operate on mesh or texture data, works inside the OpenGL or DirectX memory space (unlike OpenCL which has its own memory space), and can output buffers of data or textures and share memory across threads of execution. It may also be subject to additional latency. Hope we will be able to use WebGL2-compute on any device (in a while). compute shaders to OpenGL allows a server-side program to combine modeling and rendering elements within the same framework as a series of GPU ‘passes,’ where each pass begins as a request from the client to initiate data processing (whether through the rendering pipeline or with a standalone compute stage). We detail improvements made to the original article along the way in the interest of usability in video-game production, reducing processing times and adapting to texture filtering and compression. However when I insert a simple compute shader stage in pipeline that only copies data from that external image to a new texture which I display, I can see only black screen. This shared memory can remove redundant fetches, and avoid using a fullscreen quad vertex shader. 0 in compute shader. Threads from compute and graphics shaders are organized in groups called warps that execute in lock-step. Render Texture setup I use pairs of 2 render textures in order to. It was not an easy job! Becoming a noise-bender-master takes time and effort. The texture projection is done in the pixel shader by the following code:. Its size will be numTiles * numHistogramBins. An unordered access view for the per-tile histogram buffer. GL_ARB_shader_storage_buffer_object: enables all shader stages to read and write arbitrarily to very large buffers, great way for compute shaders to communicate to graphics pipeline. Compute Shaders. Compute shaders are different, they don't have a predefined set of inputs and outputs that limit their scope. For the compute vs graphics performances, my understanding is that it is not linked to shader code performance, but more to how data is fed to the GPU. You can now off-load different CPU-heavy calculations (like fluid dynamics, particles, advanced physics post-effects, etc) to GPU.