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Work Graph Playground: a learning framework for GPU Work Graphs

Picture of Max Oberberger
Max Oberberger

Max is part of AMD's GPU Architecture and Software Technologies Team. His current focus is GPU work graphs and mesh shader research.

We’re excited to release our latest sample for D3D12 GPU Work Graphs. This time, we’re making Work Graphs more accessible by providing a Shadertoy-like tutorial framework. In six tutorials, you get to know and experience the different aspects of the Work Graphs API – from records to synchronization and recursion. Each tutorial comes with detailed instructions and a sample solution.

The tutorials only focus on the GPU side of Work Graphs, so you don’t have to worry about any of the necessary CPU-side setup. To simplify things, we support hot-reloading of the Work Graph shaders: hit save and see your changes!

After the tutorials you’re fit to come up with your own creations. Feel free to share them or any feedback on social media with #WorkGraphPlayground – and tag @GPUOpen too if you’re using X/Twitter.

  • You can find the full source code, along with all the tutorials here.
  • If you want to start right away, we also provide pre-built binaries here.

Don’t worry if you do not have a Work Graph capable GPU (yet), you can use the DirectX WARP software adapter instead by following these instructions. So a text editor and a recent Windows OS is all you need!

The tutorials were created by our own Max Oberberger, along with Bastian Kuth and Quirin Meyer from Coburg University for their joined Masterclass session on GPU Work Graphs at the inaugural Graphics Programming Conference (GPC).

We’re looking forward to seeing what you create!

Find out more about our talks at GPC in our blog here.

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Picture of Max Oberberger
Max Oberberger

Max is part of AMD's GPU Architecture and Software Technologies Team. His current focus is GPU work graphs and mesh shader research.

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