Episode
Leverage the power of the GPU, DX12 and D2D1 with ease using ComputeSharp
with Sergio Pedri
GPU computing and rendering has always been extremely complex and out of reach for most C# developers, to the point most would not even try. ComputeSharp is a new open source, C# library that solves this by leveraging the power of Roslyn source generators, full C# projections for HLSL types and APIs, and higher level APIs to interact with DX12 and D2D1, to empower every C# developer to easily integrate GPU acceleration into their apps. This talk includes an introduction to the library (https://github.com/Sergio0694/ComputeSharp), a deep dive into its architecture and how source generators make all of this possible, extremely efficient at runtime and fully trimmable, and a demo of how to use ComputeSharp to write and run a DX12 compute shader and a D2D1 pixel shader from scratch in a UWP/WinUI 3 application, doing all from just C#!
Recommended resources
Connect
- Sergio Pedri | Twitter: @SergioPedri
GPU computing and rendering has always been extremely complex and out of reach for most C# developers, to the point most would not even try. ComputeSharp is a new open source, C# library that solves this by leveraging the power of Roslyn source generators, full C# projections for HLSL types and APIs, and higher level APIs to interact with DX12 and D2D1, to empower every C# developer to easily integrate GPU acceleration into their apps. This talk includes an introduction to the library (https://github.com/Sergio0694/ComputeSharp), a deep dive into its architecture and how source generators make all of this possible, extremely efficient at runtime and fully trimmable, and a demo of how to use ComputeSharp to write and run a DX12 compute shader and a D2D1 pixel shader from scratch in a UWP/WinUI 3 application, doing all from just C#!
Recommended resources
Connect
- Sergio Pedri | Twitter: @SergioPedri
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