July 2nd, 2024

A quick introduction to DirectX workgraphs

Workgraphs in DirectX12, supported by NVidia and AMD, enable GPU independence from the CPU. They process data through nodes acting as shaders, enhancing graphics programming with efficient data handling and node interactions.

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A quick introduction to DirectX workgraphs

Workgraphs is a new feature in DirectX12 supported by NVidia and AMD, allowing GPUs to handle work independently from the CPU. The author experimented with workgraphs to implement a shadow raytracer in three steps: isolating backfacing pixels, raymarching surviving pixels towards the light, and raytracing using an acceleration structure. Workgraphs are depicted as a graph of nodes where each node, acting as a shader, processes data without CPU intervention. Currently, only compute shaders and inline raytracing are supported, with plans for other shader types. The technique involves launching nodes in broadcasting or thread modes to share data efficiently. The article delves into a detailed example of a node checking backfacing pixels in an 8x8 tile and spawning new nodes accordingly. Barriers and groupshared memory are crucial for synchronization and data sharing among threads. The second node in the graph performs per-pixel raymarching towards the light direction to detect collisions in the depth buffer. The implementation showcases the practical application of workgraphs in graphics programming, emphasizing efficient data handling and node interactions.

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Link Icon 2 comments
By @jsheard - 3 months
In true Vulkan fashion, this feature which was announced for DirectX a year ago and is now shipping hasn't even been publicly acknowledged by Khronos yet :(

I'm sure they're working on it, but the slower pace imposed by the much bigger committee including the mobile GPU vendors is a drag for those who only care about high performance hardware, and in the end their version usually ends up mirroring the design of the DirectX version anyway.

By @CooCooCaCha - 3 months
I’m curious what the endgame is for GPUs. It seems like over-time they’ve been going down the road of generally-programmable parallel processors.

Will there come a time where, like CPUs, we land on a more general programming model and we don’t need graphics apis to introduce new features? Instead, if there’s a new graphics technique we don’t have to wait for a new DirectX feature, we can just code it ourselves?