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    Compute Shader Dispatch Question

    I'm dispatching compute shaders on an Actor tick to the render thread with ENQUEUE_RENDER_COMMAND then I read back the data when it is ready. I want to read it back on the next frame. However, the render thread runs a frame (or more) behind the main thread, and it can be several frames before the results are ready. I'm computing a realtime simulation in the compute shader, so this is not ideal.

    Is there a way to dispatch compute shaders on a queue separate from the render thread? How can I dispatch compute shaders on frame n so the results are ready on frame n +1?
    Developing realtime biomolecular illustrative simulations in Unreal: Twitter - Youtube - GitHub

    #2
    Is FRHICommandListBase::GetComputeContext() perhaps the place to immediately dispatch the compute commands?
    Developing realtime biomolecular illustrative simulations in Unreal: Twitter - Youtube - GitHub

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      #3
      Keeping in mind I have zero actual experience with writing compute shaders, but wouldn't this be the sort of thing you'd do prediction on since you can't expect the results every frame? You could extrapolate the previous, say, five results and then when you do get the next result back, interpolate that in over the next couple of frames?

      I'd be really keen if you shared some code examples.

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