ComputeSharp is a .NET library to run C# code in parallel on the GPU through DX12, D2D1, and dynamically generated HLSL compute and pixel shaders. The available APIs let you access GPU devices, allocate GPU buffers and textures, move data between them and the RAM, write compute shaders entirely in C# and have them run on the GPU. The goal of this project is to make GPU computing easy to use for all .NET developers!
What can it actually do? ✨Since a video is worth a thousand words, here's a showcase of some pixel shaders (originally from shadertoy.com), ported from GLSL to C# and running with ComputeSharp in a WinUI 3 sample app. You can use this library to create all sorts of things from scientific simulations, to animated backgrounds, audio visualizers and more!
ComputeSharpWinUI3.mp4 Where is it being used? ✈️ComputeSharp is production ready, and it's being used by several projects running on millions of devices!
Here's a showcase of some of them:
Try out the sample app! 💻The sample app is available in the Microsoft Store, showcasing several pixel shaders all powered by ComputeSharp!
Name Description ComputeSharp The main library, with compiled shaders support ComputeSharp.D3D12MemoryAllocator An extension library for ComputeSharp, adding D3D12MA as the memory allocator for graphics resources. ComputeSharp.Dxc An extension library for ComputeSharp, bundling the DXC compiler and enabling shader reflection ComputeSharp.Pix An extension library for ComputeSharp, enabling PIX support to produce debugging information ComputeSharp.Uwp A UWP library with controls to render DX12 shaders powered by ComputeSharp ComputeSharp.WinUI A WinUI 3 library with controls to render DX12 shaders powered by ComputeSharp ComputeSharp.D2D1 A library to write D2D1 pixel shaders entirely with C# code, and to easily register and create ID2D1Effect-s from them ComputeSharp.D2D1.Uwp A UWP library with custom effects for Win2D powered by ComputeSharp.D2D1 ComputeSharp.D2D1.WinUI A WinUI 3 library with custom effects for Win2D powered by ComputeSharp.D2D1Preview builds are available at https://pkgs.computesharp.dev/index.json (as well as GitHub Packages).
All the documentation for ComputeSharp is available in the wiki pages. That includes a recap of everything in this readme, as well as info and detailed samples on all features and APIs from the available packages. Make sure to go through it to get familiar with this library!
Where can I learn more? 📑I've written about ComputeSharp in my master's thesis in Engineering in Computer Engineering, which you can find in this repo! There, I cover everything there is to know about this project: the basics of COM, WinRT, UWP XAML, and Win2D, the underlying infrastructure for ComputeSharp both in terms of DirectX interop and its source generators (including an extensive breakdown of all generated code and what it does), how HLSL intrinsics are transpiled, how I extended Win2D to add support for custom effects, how ComputeSharp leverages this in its PixelShaderEffect<T>
type to seamlessly integrate with Win2D, and more! I also included a detailed case study on how we implemented several pixel shaders in the Microsoft Store, with an overview of their effect graphs, and some code snippets as well.
If you're curious, you can read the thesis here!
Huge thanks to these sponsors for directly supporting my work on ComputeSharp, it means a lot! 🙌
ComputeSharp was originally based on some of the code from the DX12GameEngine project by Amin Delavar.
Additionally, ComputeSharp uses NuGet packages from the following repositories:
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