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How To Create a Compute Shader - Win32 apps (DirectX11)
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dragontamer lemmy.world dragontamer@lemmy.world
Joined: 2023-06-15
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A bit old, but its actually an example I was looking for.

DirectX, for better or worse, is one of the most consistently supported APIs in the world. As crappy and verbose as the code is, no one can deny that it will work on damn near every Desktop, Laptop, and other computer in the Windows world.

I'm far more used to CUDA, ROCm, and OpenCL, where the passing of data between CPU-side and GPU side is so, so so much easier.

C++ AMP automated this buffering-stuff way more easily, but C++ AMP is a dead-end, and too many features in DirectX12 exist that I want to use (64-bit atomics in particular).

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