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Questions tagged [compute-shader]

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how to pass result of Compute Shader using UAV to Target View and render it in Direct3D11?

I'm trying to get a very basic Compute Shader to write to a Texture2D and render its result to screen. so far I have written this code to bind UAV to Texture2D and pass that to my Compute Shader. but ...
NotAlfred's user avatar
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Height gradient generation from height map,using compute shader has weird artifacts

I am trying to generate the height gradient (the slope) for a heightmap of mine using a compute shader in Unity, and the result has weird ringing artifacts and I completely lost what could be wrong. I ...
Keksoskajoska's user avatar
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How to implement graphics API functions like setUniform on a cross-platform shader in VLang?

I've been working on a C++ game engine for a while, but I decided to scrap the project because doing it in C++, despite my best efforts, I could feel the technical dept building. As such, I switched ...
Spencer Rosas-Gunn's user avatar
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Compute Shader - Buffer Output Size Differs From Input Image Dimensions

I am trying to build a compute shader to retrieve pixel color values from a noise-generated image using GLSL and Godot 4.2. The image itself is a 3840 x 2160 and formatted in RG8. I would expect ...
Haruto Kaito's user avatar
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Frustum culling works correctly but results in flickering meshes

I've written a C# code and Compute Shader that makes frustum culling and it works correctly but it makes the grass flicker. I can't figure out what is behind this issue so I'm asking here. Does ...
Leedy's user avatar
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Frustum culling using compute shader, how?

I'm working on a little project for a while - creating an area where you can spawn a bunch of grass. I've overcame a major headache when figuring out the GPU instancing for the mesh and the code looks ...
Leedy's user avatar
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In Unity 2021.3.29, why is a total volumeDepth of just 100 for global texture arrays slowing down the entire game?

In order to apply the metaball effect on a pixel in the Dest RenderTexture, I need the minimum distance to every game object that is involved in generating the metaball effect for that pixel. This ...
rasputin's user avatar
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Can you append values to an appendbuffer and then immediately read from that same buffer?

I am looking to achieve the following: I have a compute shader that receives a Texture2D as input, where a small percentage of the pixels in the texture are white. ...
Daniel Cardin's user avatar
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Some of the assignment operations in the directx11 compute shader are getting skipped, even though the assigned values are used later

I'm implementing an algorithm called Fast3x3 SVD on my compute shader. However, while I was debugging my compute shader in RenderDoc, I noticed some assignment operators were completely getting ...
ThisAccountIsForGameDev's user avatar
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Gaps between terrain chunks generated with marching cubes

My generated terrain chunks have gaps between them: I'm using Compute Shader and Simplex Noise from FastNoiseLite library to generate noise: ...
aress's user avatar
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How to connect terrain chunks smoothly? [duplicate]

I'm generating a 3D terrain chunk based on Simplex Noise and Marching Cubes algorithm to create mesh. My chunks have global coordinates (x,y) e.g: (0, 1), (-1, 1)... Noise is generated using Compute ...
aress's user avatar
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Unity Compute Shader InterlockedMin Max not work on Android

I have a Compute Shader which uses InterlockedMin() and InterlockedMax(). The Compute Shader works very well on my PC (AMD ...
Suratraak's user avatar
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2 answers
85 views

error X3671: loop termination conditions in varying flow control cannot depend on data read from a UAV

I have a problem with converting my pixel shader to compute shader. The error is in this piece of code: ...
philB's user avatar
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INSANE Slowdown when implementing MSAA

I am trying to implement MSAA in my very simple raytracer. However, when I do, my program gets and insane slowdown. I am working in Metal, and on the Metal HUD, I can see that my frametimes drop from ...
oli2's user avatar
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Noise in compute shader related to threadsPerGroup

I have been working on a metaball compute shader for roughly 3 months now, and the only issue I have to resolve is noise in the output Dest[id.xy]. I also asked GPT 4 about the crux of the issue and ...
rasputin's user avatar
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537 views

Flickering in mesh created procedurally using compute shaders and compute buffers

I'm attempting to create a mesh using compute buffers in Unity(2022.2.11). So far I've got the mesh rendering however parts of it periodically flicker frame to frame. I'm assuming I've done something ...
Hex Crown's user avatar
1 vote
1 answer
599 views

Why does it take around 5 times longer to sample large RenderTextures vs. sampling large Texture3D/2Ds in a Compute Shader?

Firstly I am in Unity 2021.3.11f1 using DX12. So the situation is the following. I have a large 3D RenderTexture, and I have a large 3D Texture3D with the same data, same format, same dimensions, same ...
Pjbomb2's user avatar
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Is it possible to draw billboards from point data held in a compute buffer?

I'm currently trying to show a galaxy and have developed a compute shader that places/moves "stars". Another vertex/fragment shader reads the buffer and currently places a point at each ...
Basic's user avatar
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Looking for an advice on how to possibly boost my compute shader

I have 4 rendertargets R10G10B10A2 each being used to store color and normal in a compact double RGB 555 bits format. When I'm doing the lighting pass I'm obliged to have extra rendertargets because ...
philB's user avatar
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Reliably addressing compute buffer when using large numbers of threads

I'm trying to move a 262,144 [2^18] points (stars) in a compute shader and am struggling to reliably address the data in a buffer. I understand that there's a 3-dimensional array ...
Basic's user avatar
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2 votes
2 answers
883 views

Compute Shader generating data for use on CPU

I'm trying to create a compute shader that will generate and manage the movement of a point cloud. The shader needs several thousand points to work on and I want to pull back the first dozen or so. ...
Basic's user avatar
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2 votes
1 answer
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Send an array of struct to compute shader

I am using Unity to send two types of data to the Compute Shader: A struct: struct Flock { public Vector3 position; public Vector3 velocity; } And an ...
Aaron Z's user avatar
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1 answer
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d3d11 compute shader compile failed

I want to comiple a compute shader from text, but it failed with 0x8e16d728 error. ...
Xinggang Li's user avatar
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1 answer
371 views

Why can't I use the "degrees" character in HLSL comments?

I was in the process of creating a function in my compute shader that converts a 180° angle to a 360° CCW angle like this: ...
Keheck's user avatar
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ComputeBuffer Values messed up when calling the dispatch many times in a row

I'm having a RWStructuredBuffer called AffectedVertices give me random data instead of 1 simple value to resultAffectedVertices, ...
TensaDev's user avatar
1 vote
0 answers
324 views

Generating Shader Includes via script at compile time

I'm experimenting with compute shaders in Unity. A pretty typical thing you wanna do is marshal a buffer of structs back and fourth between C# and HLSL land. Ordinarily you'd have to manually define ...
Charly's user avatar
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Marching cube terrain generated by compute shader gives strange error

I'm creating my own terrain terrain system for Unity using marching cubes but I've run into a problem I'm stumped on. First I'll explain how it works: A compute shader creates an array of points ...
Leo's user avatar
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173 views

Unity, connecting unlit shader output to compute shader?

I'm hoping to learn what my options are for sharing the outputs of simple unlit shaders with compute shaders that will operate on the data. Is my only course of action to use a render texture with the ...
Li Brary's user avatar
1 vote
1 answer
3k views

Difference between ComputeBuffer and GraphicsBuffer in Unity?

At first I thought that ComputeBuffer's could only be used in compute shaders and that GraphicsBuffer's could only be used in ...
Bartimaeus's user avatar
2 votes
2 answers
1k views

How to evaluate a binary expression tree in HLSL without recursion or a stack?

I'm currently working on a dual contouring implementation for which I want to create procedural terrain based on layers of noise. Both, the terrain generation and the mesh creation via dual contouring ...
Tuntenfisch's user avatar
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How to synchronize reads and writes to a StructuredBuffer across warps in HLSL?

I'm currently trying to implement smooth voxel terrain (using dual contouring) with mesh generation happening on the GPU and I'm struggeling with chunked level of detail creation. My approach is as ...
Tuntenfisch's user avatar
1 vote
0 answers
1k views

OpenGL Compute Shader vs Fragment Shader device support

I have a game with massively parallelizable logic, which I intend to write calculate on the GPU (Java/LibGDX). I am planning to implement a logic for it through a fragment shader, instead of a compute ...
Dávid Tóth's user avatar
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3 answers
624 views

Voxel raycasting algorithm not working correctly

I am using Unity with a compute shader to render to a texture. So far I have been checking points along the rays in units of 1 just for testing, so I know it works. Now I am simply trying to write a ...
Tristan367's user avatar
1 vote
0 answers
419 views

ID3D11DeviceContext:::CopyResource is bottleneck in my particle system

I have a snow particle system and I use simplex noise for creating turbulence effect. At first, I made calculations on the CPU, and the simplex noise calls obviously were the bottleneck. The ...
Dmitry Kozlov's user avatar
2 votes
1 answer
573 views

Splitting up HLSL code into separate functions causes the number of needed temporary registers to increase

EDIT Per request I've provided a simple compute shader that reproduces the problem. The compute shader below is kind of a contrived example meant to compute the rolling average over an input ...
Tuntenfisch's user avatar
2 votes
0 answers
489 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 ...
Tom Himler's user avatar
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0 answers
565 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 ...
KaiserJohaan's user avatar
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1 vote
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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), ...
gdevi's user avatar
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3 votes
2 answers
1k 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 ...
DBurn's user avatar
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2 votes
0 answers
55 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 ...
chief65's user avatar
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1 answer
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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 ...
Naresh's user avatar
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2 votes
1 answer
3k 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 ...
Zekko's user avatar
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0 votes
1 answer
9k 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 ...
Glen Pierce's user avatar
2 votes
0 answers
594 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: ...
whoami's user avatar
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1 vote
0 answers
935 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) ...
otoomey's user avatar
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1 vote
1 answer
765 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 ...
otoomey's user avatar
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1 vote
1 answer
136 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 ...
user1920703's user avatar
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0 answers
211 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 <...
Ely Shaffir's user avatar
3 votes
0 answers
57 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: ...
Jay Ebhomenye's user avatar
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0 answers
605 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-...
rioki's user avatar
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