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Shaders: Compute
As explained in the overview, compute shaders, basic functionality can handle computing a lot of data through the gpu, these are more versitile, however, can't be used for rendering. This is one of the key parts of why this game can run at a decent frame rate.. Let's say we have a grid of 128x128x128 points, as a cube, and we want to loop through each point and add a value we would be going through that loop 2.097.152 times, now imagine trying to loop through those every frame in a game, that would require a loooot of runtime from the CPU, however, we can use the GPU instead, to handle a multitude of those data points at the same time, though we are given few limitations when doing this, however the pros far outweigh the cons.. Further will most likely be explained.
It does this by yada yada WORKGROUPS yada yada WORKSIZES yada yada ID'S yada yada..