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2 votes
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Groupshared memory and parallel reduction over multiple kernel dispatch

I am doing some parallel reduction and mostly following these nVidia slides. However they are not very detailed in places or I might be missing/misunderstanding something. Edit 2: While I figured ...
AverageGatsby's user avatar
4 votes
1 answer
1k views

Register pressure in Compute Shader

I'm in the process of writing a Ray Tracer using DirectCompute / HLSL. First, eye rays are generated (one per pixel). Then, rays are traced, shaded and reflected in a loop. Also, shadow rays for each ...
David Kuri's user avatar
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4 votes
1 answer
2k views

Compute shaders: one-time-only versus persistent buffers

When using a Compute Shader, is it possible to keep a buffer in the GPU memory during the whole run-time duration of the application, so whenever the original Compute Shader or other Compute Shaders ...
Brianna Szvenska's user avatar