forge-compute-shaders

Create SDL3 GPU compute pipelines with storage textures and render passes.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-compute-shaders-nebulavenus
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-compute-shaders
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-compute-shaders
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-compute-shaders-nebulavenus

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill enables developers to implement GPU compute using SDL3 GPU by providing a structured pattern to create, dispatch, and render from a compute pass.

Core Features & Use Cases

  • Compute pipeline creation with embedded shader code and storage textures for RW outputs.
  • Per-frame data push and synchronization between compute and render passes.
  • Use cases include image processing, procedural texture generation, particle simulations, and post-processing effects.

Quick Start

Create a compute pipeline, bind it, dispatch groups for a target texture, and render the result with a fullscreen pass.

Frequently Asked Questions about forge-compute-shaders

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I use SDL3 GPU compute passes to write directly to a texture?

SDL3 GPU compute passes write directly to storage textures by creating a compute pipeline with embedded shader code, binding it, and dispatching groups sized to the texture dimensions before executing a subsequent render pass.

Can I run procedural generation and particle simulations using SDL3 GPU compute?

Yes, SDL3 GPU compute is applicable to procedural generation and particle simulations, providing a structured pattern to dispatch compute tasks, push per-frame data, and synchronize outputs for a final render pass.

How do I calculate dispatch groups for a compute pass in SDL3 GPU?

Calculating dispatch groups for an SDL3 GPU compute pass involves deriving the invocation dimensions from the target texture size and the compute shader's workgroup layout to ensure full pixel coverage.

Does SDL3 GPU support sequencing a compute pass before a render pass?

Yes, SDL3 GPU supports sequencing a compute pass before a render pass, allowing the compute pass to write to storage textures that are then bound and sampled during the subsequent render pass.

What is the best way to handle per-frame uniforms in an SDL3 GPU compute pipeline?

Handling per-frame uniforms in an SDL3 GPU compute pipeline involves pushing uniform data per frame before dispatching the compute groups, ensuring the shader reads updated data for each execution cycle.

Why do I need storage textures for compute shaders in SDL3 GPU?

Storage textures are needed for compute shaders in SDL3 GPU to provide read-write output targets, enabling the compute pass to generate or modify image data that can be directly sampled by the following render pass.