Open onehundredfeet opened 1 year ago
Hi, @clementlandrin started working a bit on DX12 support, but we haven't push anything yet. I'm working on WebGPU driver so we can have them in JS as well.
Is there a preferred branch that shows how you'd like the API to work? I don't mind implementing the backend, but I figured you might have a vision for how you'd like the heaps side of it to work.
I guess the idea would be to add a function compute(RuntimeShader,Buffers) to the driver. And be able to create UAVs of buffers and textures. On the shader side (HxSL) we could define the compute() function instead of vertex()+fragment()
Best, Nicolas
Le mer. 3 mai 2023 à 23:36, Ryan Cleven @.***> a écrit :
Is there a preferred branch that shows how you'd like the API to work? I don't mind implementing the backend, but I figured you might have a vision for how you'd like the heaps side of it to work.
— Reply to this email directly, view it on GitHub https://github.com/HeapsIO/heaps/issues/1145#issuecomment-1533784677, or unsubscribe https://github.com/notifications/unsubscribe-auth/AAHZXQBHXQDVQU7Q3MYTSBDXELFUBANCNFSM6AAAAAAXTW6BHE . You are receiving this because you commented.Message ID: @.***>
Any updates on this? I want to create a game as a graphics demo (I know Heaps may not be great for this, but I like it too much) And I am really keen on this feature being implemented...
We have merged compute shader basic support for DX12 only atm. It requires some manual shader management but we're working on making it easier.
Hi, can you point me towards the docs for playing around with compute shaders?
Hello, there is no documentation at the moment but you can take a look at several examples:
Hi,
I need compute shader support to continue my project. I was wondering if there was already progress made here or if I should just figure it out and post a PR.
I'd like to keep it as much in line with Heaps philosophy as possible.