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gfxCahd

DirectCompute indexing

2 posts in this topic

So I wrote this really simple compute shader. I'm processing a buffer of ints and outputing the result in a RWStructuredBuffer.

 

I had trouble with converting the 3D coordinates of a GPU thread to a 1D coordinate of my buffer.

The way I got around this was by passing in (by means of a cbuffer) to the compute shader, the dispatch dimensions.

cbuffer dispatchParams : register(b0)
{
  int2 DispatchSize;
};

 

 

Then, the 1D coordinate was calculated in the shader as

 

[numthreads(size_x, size_y, 1)]

.

.

int index = DispatchThreadID.x + DispatchThreadID.y *( DispatchSize.x * size_x) + DispatchThreadID.z * (DispatchSize.x * size_x ) * (DispatchSize.y * size_y);

 

 

Is this how it's done? It just seems counterintuitive, since the compute shader gets all this data automaticaly (SV_DispatchThreadID, SV_GroupID etc...) I kinda expected that there would be a better way of doing this.... Any opinions?

Edited by gfxCahd
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Wow, thanks for the very detailed post.

 

So, I think your point is that I should create thread groups and their threads in the dimensions that suit my problem,

and thus the conversion from 2D "thread space" to 1D "data space" becomes moot.

 

(as, if I'm not wrong, for a 2d or 3d thread to determine which 1d data to work on,

it still needs the dispatch size to be passed in the form of a cbuffer)

 

And after all, the arrangement of x,y,z dimensions doesn't actually correspond to anything physical in the GPU,

its just an option for the programer to use the convention most suitable to the problem, correct?

 

Thanks again.

Edited by gfxCahd
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