Game Engine Programming 057.2 - Tile-based light culling: dispatch compute shader | C++ Game Engine

Опубликовано: 15 Март 2026
на канале: Game Engine Series
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Previously we wrote our very first compute shader for Primal Engine, which will be used to compute a grid of frustums for light culling. Today we're going to set up the data and buffers that are needed, and try to run this shader by calling the dispatch function.
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Further reading:
Forward vs Deferred vs Forward+ Rendering with DirectX 11: https://www.3dgep.com/forward-plus/
Compute Shaders in D3D12: https://logins.github.io/graphics/202...

00:00 - intro
01:10 - add d3d12 light culling sub-module
05:12 - create light culling root signature and grid frustum pipeline state object
08:15 - per surface culling parameters
12:16 - create and resize culling buffers
16:23 - dispatch grid frustums compute shader
18:35 - Fayul!

keywords: graphics, renderer, lighting, light culling, directx, direct3d, hlsl

by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries