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First fine result with ComputeShaders.


pervokpetr

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After fail with ssao on cs, after a reading a lot of different sources about CS, I understood that I should think in another way than it was with ordinal shaders. The PixelShader - is a small program perform some mathematic operations on one pixel and when you implement it you always keep in mind that exactly the same code will be performed for all other pixels in different gpu threads, but you can't control how this threads will works, also you can't get some immidiate data from other threads.

The ComputeShaders is another programming layer - here you have threads and threadsgroup, each tread has own unique identifier and each thread associated with particular pixel, and with this you can decide how threads will works, also you have thing that called "sharedmemory" which allow you exchange data between threads, but of cource there is a lot of limitations related to parallel work rules.

After fail with ssao in CS I decided to try more simple technique and I got very good result with it. I changed ordinal shaders for glow gathering with similar technique but implemented on ComputeShaders, see screen:

image.png.0ac9602b0c4bd129ec54ddfcaa91747b.png
as result the technique on CS in 3~4 times faster than ordinal.

For now I leave both technique to you can check it on your systems, but if we don't get problem with CS Glow I remove old version, also I keep learn and try implement ComputeShaders in hook.

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