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DirectX 11.1 Game Programming by Pooya Eimandar

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C++ AMP versus Compute Shader

In many technologies, it seems that Compute Shader outperforms C++ AMP, but this is not a sufficient reason to throw C++ AMP away and just focus on Compute Shader to accelerate the computation . Let's start comparing the performances of these technologies; it is an efficient way to find out when it is required to use C++ AMP and when we must switch to Compute Shader:

  • Never use C++ AMP when your result's data must be an input of another pipeline stage. In this case, switch to Compute Shader; this is an efficient way when you need to use the results of Compute Shader's process just inside the pipeline stages. On the other hand, C++ AMP needs to transfer the data back to the CPU; however, it cannot access the pipeline ...

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