ComputeSharp | A .NET library to run C# code in parallel on the GPU through DX12, D2D1, and dynamically generated H | GPU library

 by   Sergio0694 C# Version: v2.0.0 License: MIT

kandi X-RAY | ComputeSharp Summary

kandi X-RAY | ComputeSharp Summary

ComputeSharp is a C# library typically used in Hardware, GPU applications. ComputeSharp has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

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! .

            kandi-support Support

              ComputeSharp has a medium active ecosystem.
              It has 2181 star(s) with 94 fork(s). There are 41 watchers for this library.
              It had no major release in the last 12 months.
              There are 29 open issues and 137 have been closed. On average issues are closed in 46 days. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of ComputeSharp is v2.0.0

            kandi-Quality Quality

              ComputeSharp has 0 bugs and 0 code smells.

            kandi-Security Security

              ComputeSharp has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              ComputeSharp code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              ComputeSharp is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              ComputeSharp releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            ComputeSharp Key Features

            No Key Features are available at this moment for ComputeSharp.

            ComputeSharp Examples and Code Snippets

            No Code Snippets are available at this moment for ComputeSharp.

            Community Discussions


            JetBrains Rider does not recognize the constructor generated by the attribute
            Asked 2021-Jun-26 at 09:32

            [AutoConstructor] in the code below will automatically generate a constructor (as shown in the figure below):

            It works fine in Visual Studio, but JetBrains Rider has an error message:

            I do not understand. . .

            (Because I am not good at English, I am using Google Translate to ask questions, please forgive me)



            Answered 2021-Jun-26 at 09:32

            As per (and also

            In order to work correctly, ComputeSharp also needs the source generator to be added to consuming projects as an analyzer, so that it can run when the code is being compiled.

            You can do so by adding the following code to your .csproj file, just like in the sample projects:


            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install ComputeSharp

            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.


            If you're wondering whether it is possible to use ComputeSharp from an F# project, it is!. There is a caveat though: since the HLSL shader rewriter specifically works on C# syntax, it is necessary to write the actual shaders in C#. A simple way to do this is to have a small C# project with just the shader types, and then reference it from an F# project that will contain all the actual logic: every API to create GPU devices, allocate buffers and invoke shaders will work perfectly fine from F# as well.
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