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!
Since a video is worth a thousand words, here's a showcase of some pixel shaders (originally from shadertoy.com), ported from GLSL to C# and running with ComputeSharp in a WinUI 3 sample app. You can use this library to create all sorts of things from scientific simulations, to animated backgrounds, audio visualizers and more!
ComputeSharpWinUI3.mp4
The sample app is available in the Microsoft Store, showcasing several pixel shaders all powered by ComputeSharp!
Preview builds are available at https://pkgs.computesharp.dev/index.json (as well as GitHub Packages).
All the documentation for ComputeSharp is available in the wiki pages. That includes a recap of everything in this readme, as well as info and detailed samples on all features and APIs from the available packages. Make sure to go through it to get familiar with this library!
Huge thanks to these sponsors for directly supporting my work on ComputeSharp, it means a lot! π
ComputeSharp was originally based on some of the code from the DX12GameEngine project by Amin Delavar.
Additionally, ComputeSharp uses NuGet packages from the following repositories: