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A quick introduction to DirectX workgraphs
Workgraphs is a new feature added recently to DirectX12 with hardware support from NVidia and AMD. It aims to enable a GPU to produce and consume work without involving the CPU in dispatching that …
This sits somewhere between broadcasting and thread launch mode and allows the GPU to attempt to batch individual workitems/threads into threadgroups so that they can share data through groupshared memory. To wrap this brief introduction it is worth mentioning NodeOutput, which declares the output of the node, using and arbitrary structure (TileRecord), which depending on the launch mode can be one per threadgroup, one per thread etc, like discussed. We can showcase the last issue using FidelityFX’s SSSR which performs a similar classification step to produce work and Execute Indirect to process the tiles.
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