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UUSL Compute Shaders

UUSL supports compute shaders: there are special functions, semantics and parameters for compute shaders.

In UNIGINE, compute shaders have a *.comp extension.

A compute shader is a special part of the graphics pipeline. It allows to execute code on the GPU, read and write buffer data.

Prior Knowledge
This article assumes you have prior knowledge of the compute shaders. Also, read the following topics on UUSL before proceeding:

Main Function#

To start and end the void Main function of the compute shader, use the following instructions:

UUSL
#include <core/materials/shaders/render/common.h>

MAIN_COMPUTE_BEGIN(WIDTH_GROUP,HEIGHT_GROUP)
	<your code here>
MAIN_COMPUTE_END

This code is equivalent to:

Direct3D
#include <core/materials/shaders/render/common.h>

[numthreads(WIDTH_GROUP, HEIGHT_GROUP, 1)]
void main(DISPATCH_INFO dispatch_info) {
	<your code here>
}

Semantics#

UUSL Direct3D Description
GROUP_ID SV_GroupID Contains the index of the workgroup currently being operated on by a compute shader
GROUP_THREAD_ID SV_GroupThreadID Contains the index of work item currently being operated on by a compute shader
DISPATCH_THREAD_ID SV_DispatchThreadID Contains the global index of work item currently being operated on by a compute shader
GROUP_INDEX SV_GroupIndex Contains the local linear index of work item currently being operated on by a compute shader

Keywords#

UUSL Direct3D Description
SHARED groupshared Mark a variable for thread-group-shared memory for compute shaders
MEMORY_BARRIER_SHARED GroupMemoryBarrier() Blocks execution of all threads in a group until all group shared accesses have been completed
MEMORY_BARRIER_SHARED_SYNC GroupMemoryBarrierWithGroupSync() Blocks execution of all threads in a group until all group shared accesses have been completed and all threads in the group have reached this call
Last update: 2024-08-16
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