Draft:Compute pipeline
Submission declined on 27 April 2024 by Greenman (talk). This draft's references do not show that the subject qualifies for a Wikipedia article. In summary, the draft needs multiple published sources that are:
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Submission declined on 15 February 2024 by CoconutOctopus (talk). This draft's references do not show that the subject qualifies for a Wikipedia article. In summary, the draft needs multiple published sources that are:
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Submission declined on 14 February 2024 by Encoded (talk). This draft's references do not show that the subject qualifies for a Wikipedia article. In summary, the draft needs multiple published sources that are:
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The Compute pipeline in Direct3D 12 is a type of pipeline used for dispatching and executing compute shaders. Compute pipelines are ran through compute command lists, which are restricted to recording only copy and compute commands. Compute shaders are used for general-purpose algorithms and computations, and is run through parallel procecessors on the GPU. This parallel execution model done by the compute pipeline is organized into a dispatch, thread groups, and threads. The dispatch is a 3-dimensional container of thread groups, and a thread group is a 3-dimenstional container of threads.[1][2] Thread groups are ran on the GPU in waves.[3]
References[edit]
- ^ Young, Eric (2010-09-20). "DirectCompute - Optimizations and Best Practices" (PDF). Retrieved 2024-02-14.
- ^ Kramer, Lou (2022-07-22). "Compute Shaders" (PDF). gpuopen. Retrieved 2024-03-11.
- ^ Lively, David; Gruen, Holger (2017-03-03). "Wave Programming in D3D12 and Vulkan" (PDF). gpuopen. Retrieved 2024-02-15.