Graphics Reference
In-Depth Information
This can be a tricky decision, and it can take some trial and error to find the best tech-
nique for a given situation. In general, these two sets of dimensions should be chosen so
that a thread group contains threads that will be accessing coherent memory locations and/
or can share intermediate calculations with each other. Then the dispatch size can be used
to ensure that the complete resource is processed accordingly.
Mixing Computation with Rendering
The final design consideration we will look at regards the use of a resource for performing
some rendering. If the compute shader is used to process a data set, and the end results of
the processing will be used in a rendering pass, the output resource must be chosen such
that it will allow for the most efficient possible access. This will be a balancing act between
choosing a resource type and layout that allow for efficient calculations in the compute
shader, while also allowing for efficient use of the output data in rendering operations.
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