

Using Compute Shader on Direct3D 10.x HardwareĪ compute shader on Microsoft Direct3D 10 is also known as DirectCompute 4.x. A compute shader can run on many threads in parallel. You call the ID3D11DeviceContext::Dispatch or ID3D11DeviceContext::DispatchIndirect method to execute commands in a compute shader. The compute shader provides memory sharing and thread synchronization features to allow more effective parallel programming methods. A compute shader provides high-speed general purpose computing and takes advantage of the large numbers of parallel processors on the graphics processing unit (GPU). Like other programmable shaders (vertex and geometry shaders for example), a compute shader is designed and implemented with HLSL but that is just about where the similarity ends. The compute shader technology is also known as the DirectCompute technology.

A compute shader is a programmable shader stage that expands Microsoft Direct3D 11 beyond graphics programming.
