General-purpose processing on graphics processing units (GPGPU) is gaining popularity slowly, but surely. Unfortunately, at present there is only one standard application programming interface – OpenCL - that supports all graphics chips available today. But apparently, DirectX 11, which will enable GPGPU, physics, artificial intelligence, etc. programming via compute shaders, will also be able to take advantage of present GPUs, albeit with some limitations.
In order to popularize compute shaders (CS) among developers, the DirectX 11 includes not only compute shaders 5.0, but also compute shaders 4.0 (for Direct X10 hardware) and 4.1 (for DirectX 10.1 hardware), which are not supported by DirectX 10. Compute shaders 4.0/4.x have a number of limitations compared to version 5.0, including maximum number of threads per group (768), thread group shared memory (16KB vs. 32KB in CS 5.0), absence of atomic operations or append/consume and so on. CS 5.0 will also offer better interaction with graphics pipeline (e.g., it can output to textures), double precision and so on.
DirectX 11 to offer Compute Shaders for DX10 hardware
Posted on Sunday, April 19 2009 @ 8:35 CEST by Thomas De Maesschalck