#DOTS for shaders possible?
1 messages · Page 1 of 1 (latest)
CPU does not execute shaders. It's only GPU's responsibility
@stray shale any r&d into this area? math lib is really similar to shader functions and would be pretty cool to write code for the gpu using full c# ide features
shh.... they'll just make us write for the cpu using hlsl
Sounds like a transpiler 👀
So then, is the answer no? No burst compiler for the GPU?
What are you trying to envision using burst with shaders?
You'll typically write hlsl and shader lab to create the shaders
But then you'll write the accompanying code in c# to issue draw commands
BRG allows you to utilize burst/jobs for culling tho
Well I was thinking, incorrectly. I could use jobs and burst for shaders. My app is mostly shaders so far and they already put a heavy load on the Quest 2. So I was thiunking if I could write my own using jobs and burst it would be better, but I didn't realize about the GPU.
I thought shaders were hlsl code, that runs on the GPU
Yea, you write shaders in HLSL and it gets compiled into assembly (depending on the platform and the rendering api - could be directx, vulkan, metal) for the gpu to execute
And the code set colors of the materials
Better to profile your quest 2 app and see what the bottle necks are
You can use the rendering debugger in URP
I'm still learning to use the profiles, but have been doing that
To see if it's a CPU or GPU bottleneck
Have not looked at the debugger yet
the syntax isn't an accident, but it's not anything we're actually pushing.