shader-edsl-compute
CommunityBuild compute pipelines with confidence.
Software Engineering#rust#barriers#gpu compute#shader edsl#pipeline caching#workgroup reduction#gpu unit tests
Authormikialex
Version1.0.0
Installs0
System Documentation
What problem does it solve?
Rendiation’s shader EDSL compute reference helps you design correct compute dispatches by explaining how to build compute pipelines and write GPU compute logic (IDs, memory spaces, synchronization, and common reduction patterns).
Core Features & Use Cases
- Compute IDs & dispatch mapping: Use global/local/workgroup and subgroup IDs for indexing and workload decomposition.
- Synchronization primitives: Apply storage, workgroup, and subgroup barriers to make memory interactions correct and deterministic.
- Workgroup memory patterns: Define workgroup shared variables (including host-sized arrays) and use workgroup-uniform loads.
- GPU-focused recipes: Implement workgroup reduction, per-invocation counting loops, storage buffer iteration, SSAO-style accumulate flows, and subgroup prefix sums.
- GPU unit testing workflow: Run compute passes end-to-end (GPU init → dispatch → readback) to validate shader behavior.
Quick Start
Use shader-edsl-compute to implement and test a compute pipeline that writes results into a storage buffer using correct invocation indexing and optional GPU unit tests.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: shader-edsl-compute Download link: https://github.com/mikialex/rendiation/archive/main.zip#shader-edsl-compute Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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