You are correct: the way ComputeSharp works is that there is a Roslyn source generator that rewrites the shaders at build time from C# to HLSL (mapping types, methods, intrinsics, etc.), then shaders are compiled and…
Awesome! If you find any particular problems feel free to open an issue on the repo (or ping me in the C# Discord server). Do make sure to grab one of the latest ComputeSharp 2.0 packages from the CI though and not the…
There are many key differences between the two which can be useful in different situations, so the advantages and disadvantages of either can depend on what you're trying to do as well. Here are some general…
ComputeSharp can run code on the CPU as well, through the DX12 WARP device (https://docs.microsoft.com/windows/win32/direct3darticles/di...). It's obviously not super performant compared to properly optimized code for…
If your algorithm is well parallelized, sure! Even a mobile GPU would likely be much faster in things such as image processing or other general purpose shaders than trying to run those on the CPU (which especially on…
It is! ComputeSharp doesn't copy buffers automatically, and this is done on purpose to give you more control over when exactly to copy your data back and forth. You can either use normal resource types (eg.…
You are correct: the way ComputeSharp works is that there is a Roslyn source generator that rewrites the shaders at build time from C# to HLSL (mapping types, methods, intrinsics, etc.), then shaders are compiled and…
Awesome! If you find any particular problems feel free to open an issue on the repo (or ping me in the C# Discord server). Do make sure to grab one of the latest ComputeSharp 2.0 packages from the CI though and not the…
There are many key differences between the two which can be useful in different situations, so the advantages and disadvantages of either can depend on what you're trying to do as well. Here are some general…
ComputeSharp can run code on the CPU as well, through the DX12 WARP device (https://docs.microsoft.com/windows/win32/direct3darticles/di...). It's obviously not super performant compared to properly optimized code for…
If your algorithm is well parallelized, sure! Even a mobile GPU would likely be much faster in things such as image processing or other general purpose shaders than trying to run those on the CPU (which especially on…
It is! ComputeSharp doesn't copy buffers automatically, and this is done on purpose to give you more control over when exactly to copy your data back and forth. You can either use normal resource types (eg.…