ComputeSharp 2.0.0-alpha.12

The ID prefix of this package has been reserved for one of the owners of this package by NuGet.org. Prefix Reserved
This is a prerelease version of ComputeSharp.
This package has a SemVer 2.0.0 package version: 2.0.0-alpha.12+647a3b146309ad023eb446719430ce73ada52d05.
There is a newer version of this package available.
See the version list below for details.
dotnet add package ComputeSharp --version 2.0.0-alpha.12
NuGet\Install-Package ComputeSharp -Version 2.0.0-alpha.12
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="ComputeSharp" Version="2.0.0-alpha.12" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add ComputeSharp --version 2.0.0-alpha.12
#r "nuget: ComputeSharp, 2.0.0-alpha.12"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install ComputeSharp as a Cake Addin
#addin nuget:?package=ComputeSharp&version=2.0.0-alpha.12&prerelease

// Install ComputeSharp as a Cake Tool
#tool nuget:?package=ComputeSharp&version=2.0.0-alpha.12&prerelease

alternate text is missing from this package README image

What is it?

ComputeSharp is a .NET library to run C# code in parallel on the GPU through DX12 and dynamically generated HLSL compute shaders. The available APIs let you access GPU devices, allocate GPU buffers and textures, move data between them and the RAM, write compute shaders entirely in C# and have them run on the GPU. The goal of this project is to make GPU computing easy to use for all .NET developers! 🚀

Quick start

ComputeSharp exposes a GraphicsDevice class that acts as entry point for all public APIs. The available GraphicsDevice.Default property that lets you access the main GPU device on the current machine, which can be used to allocate buffers and perform operations. If your machine doesn't have a supported GPU (or if it doesn't have a GPU at all), ComputeSharp will automatically create a WARP device instead, which will still let you use the library normally, with shaders running on the CPU instead through an emulation layer. This means that you don't need to manually write a fallback path in case no GPU is available - ComputeSharp will automatically handle this for you.

Let's suppose we want to run a simple compute shader that multiplies all items in a target buffer by two. The first step is to create the GPU buffer and copy our data to it:

// Get some sample data
int[] array = Enumerable.Range(1, 100).ToArray();

// Allocate a GPU buffer and copy the data to it.
// We want the shader to modify the items in-place, so we
// can allocate a single read-write buffer to work on.
using ReadWriteBuffer<int> buffer = GraphicsDevice.Default.AllocateReadWriteBuffer(array);

The AllocateReadWriteBuffer extension takes care of creating a ReadWriteBuffer<T> instance with the same size as the input array and copying its contents to the allocated GPU buffer. There are a number of overloads available as well, to create buffers of different types and with custom length.

Next, we need to define the GPU shader to run. To do this, we'll need to define a partial struct type implementing the IComputeShader interface (note that the partial modifier is necessary for ComputeSharp to generate additional code to run the shader). This type will contain the code we want to run on the GPU, as well as fields representing the values we want to capture and pass to the GPU (such as GPU resources, or arbitrary values we need). In this case, we only need to capture the buffer to work on, so the shader type will look like this:

[AutoConstructor]
public readonly partial struct MultiplyByTwo : IComputeShader
{
    public readonly ReadWriteBuffer<int> buffer;

    public void Execute()
    {
        buffer[ThreadIds.X] *= 2;
    }
}

We're using the [AutoConstructor] attribute included in ComputeSharp, which creates a constructor for our type automatically. The shader body is also using a special ThreadIds class, which is one of the available special classes to access dispatch parameters from within a shader body. In this case, ThreadIds lets us access the current invocation index for the shader, just like if we were accessing the classic i variable from within a for loop.

We can now finally run the GPU shader and copy the data back to our array:

// Launch the shader
GraphicsDevice.Default.For(buffer.Length, new MultiplyByTwo(buffer));

// Get the data back
buffer.CopyTo(array);

NOTE: this sample assumes that ComputeSharp.Dynamic is also installed. For info on how to only use precompiled shaders with the base ComputeSharp package, see the complete readme on GitHub.

There's more!

For a complete list of all features available in ComputeSharp, check the documentation in the GitHub repo.

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 is compatible.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
.NET Core netcoreapp2.0 was computed.  netcoreapp2.1 was computed.  netcoreapp2.2 was computed.  netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.0 is compatible.  netstandard2.1 was computed. 
.NET Framework net461 was computed.  net462 was computed.  net463 was computed.  net47 was computed.  net471 was computed.  net472 was computed.  net48 was computed.  net481 was computed. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen40 was computed.  tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages (8)

Showing the top 5 NuGet packages that depend on ComputeSharp:

Package Downloads
ComputeSharp.Uwp The ID prefix of this package has been reserved for one of the owners of this package by NuGet.org.

A UWP library with controls to render DX12 shaders powered by ComputeSharp.

ComputeSharp.Dynamic The ID prefix of this package has been reserved for one of the owners of this package by NuGet.org.

An extension library for ComputeSharp to enable dynamic compilation of shaders at runtime.

ComputeSharp.WinUI The ID prefix of this package has been reserved for one of the owners of this package by NuGet.org.

A WinUI 3 library with controls to render DX12 shaders powered by ComputeSharp.

ComputeSharp.Pix The ID prefix of this package has been reserved for one of the owners of this package by NuGet.org.

An extension library for ComputeSharp to enable PIX support to produce debugging information.

ComputeSharp.Dxc The ID prefix of this package has been reserved for one of the owners of this package by NuGet.org.

An extension library for ComputeSharp bundling the DXC compiler and enabling shader reflection.

GitHub repositories (3)

Showing the top 3 popular GitHub repositories that depend on ComputeSharp:

Repository Stars
Sergio0694/ComputeSharp
A .NET library to run C# code in parallel on the GPU through DX12, D2D1, and dynamically generated HLSL compute and pixel shaders, with the goal of making GPU computing easy to use for all .NET developers! 🚀
rocksdanister/weather
Windows native weather app powered by DirectX12 animations
sebas77/Svelto.MiniExamples
Svelto.ECS and Svelto.Tasks Mini Examples for Unity
Version Downloads Last updated
3.0.0-preview2 318 12/17/2023
3.0.0-preview1 196 11/24/2023
2.2.0-preview1 235 10/10/2023
2.1.0 1,657 9/27/2023
2.1.0-preview3 272 7/9/2023
2.1.0-preview2 210 5/1/2023
2.1.0-preview1 88 4/27/2023
2.0.3 2,855 12/24/2022
2.0.2 156 12/9/2022
2.0.0 236 11/29/2022
2.0.0-preview2 156 10/22/2022
2.0.0-preview1 209 10/8/2022
2.0.0-alpha.29 140 9/19/2022
2.0.0-alpha.28 145 9/6/2022
2.0.0-alpha.27 566 8/22/2022
2.0.0-alpha.26 451 8/1/2022
2.0.0-alpha.25 307 6/6/2022
2.0.0-alpha.24 208 5/24/2022
2.0.0-alpha.23 252 5/12/2022
2.0.0-alpha.22 247 4/24/2022
2.0.0-alpha.21 5,949 4/21/2022
2.0.0-alpha.20 219 4/10/2022
2.0.0-alpha.19 622 3/5/2022
2.0.0-alpha.18 237 2/2/2022
2.0.0-alpha.17 161 1/31/2022
2.0.0-alpha.16 119 1/30/2022
2.0.0-alpha.15 175 1/27/2022
2.0.0-alpha.14 153 1/23/2022
2.0.0-alpha.13 122 1/18/2022
2.0.0-alpha.12 145 1/9/2022
2.0.0-alpha.11 121 1/6/2022
2.0.0-alpha.10 122 1/6/2022
2.0.0-alpha.9 171 12/19/2021
2.0.0-alpha.8 170 11/27/2021
2.0.0-alpha.7 180 10/31/2021
2.0.0-alpha.6 401 7/18/2021
2.0.0-alpha.5 157 7/15/2021
2.0.0-alpha.4 162 7/1/2021
2.0.0-alpha.3 231 5/13/2021
2.0.0-alpha.2 220 4/5/2021
2.0.0-alpha.1 219 3/7/2021