This talk will give an introduction to compute shaders, explaining the concepts from a software and hardware perspective. It explains how to compute shaders are dispatched and how the hardware is scheduling the actual work across the available compute units. The talk will also cover important aspects to consider when writing compute shaders, such as efficient use of the caches, thread communication, and scalarization. Where applicable, the difference in the graphics pipeline is highlighted as well.
Talk recorded at Game Industry Conference 2021
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