private static async Task Main() { // Create graphics device using GraphicsDevice device = new GraphicsDevice(FeatureLevel.Level11_0); // Create graphics buffer int width = 10; int height = 10; float[] array = new float[width * height]; for (int i = 0; i < array.Length; i++) { array[i] = i; } float[] outputArray = new float[width * height]; using GraphicsBuffer <float> sourceBuffer = GraphicsBuffer.ShaderResource.New(device, array.AsSpan()); using GraphicsBuffer <float> destinationBuffer = GraphicsBuffer.UnorderedAccess.New <float>(device, array.Length * 2); GraphicsBuffer <float> slicedDestinationBuffer = destinationBuffer.Slice(20, 60); slicedDestinationBuffer = slicedDestinationBuffer.Slice(10, 50); DescriptorSet descriptorSet = new DescriptorSet(device, 2); descriptorSet.AddUnorderedAccessViews(slicedDestinationBuffer); descriptorSet.AddShaderResourceViews(sourceBuffer); // Generate computer shader bool generateWithDelegate = true; ShaderGenerator shaderGenerator = generateWithDelegate ? CreateShaderGeneratorWithDelegate(sourceBuffer, destinationBuffer) : CreateShaderGeneratorWithClass(); ShaderGeneratorResult result = shaderGenerator.GenerateShader(); // Copmile shader byte[] shaderBytecode = ShaderCompiler.Compile(DxcShaderStage.ComputeShader, result.ShaderSource, result.EntryPoints["compute"]); DescriptorRange1[] descriptorRanges = new DescriptorRange1[] { new DescriptorRange1(DescriptorRangeType.UnorderedAccessView, 1, 0), new DescriptorRange1(DescriptorRangeType.ShaderResourceView, 1, 0) }; RootParameter1 rootParameter = new RootParameter1(new RootDescriptorTable1(descriptorRanges), ShaderVisibility.All); var rootSignatureDescription = new VersionedRootSignatureDescription(new RootSignatureDescription1(RootSignatureFlags.None, new[] { rootParameter })); var rootSignature = device.CreateRootSignature(rootSignatureDescription); PipelineState pipelineState = new PipelineState(device, rootSignature, shaderBytecode); // Execute computer shader using (CommandList commandList = new CommandList(device, CommandListType.Compute)) { commandList.SetPipelineState(pipelineState); commandList.SetComputeRootDescriptorTable(0, descriptorSet); commandList.Dispatch(1, 1, 1); await commandList.FlushAsync(); } // Print matrix Console.WriteLine("Before:"); PrintMatrix(array, width, height); destinationBuffer.GetData(outputArray.AsSpan()); Console.WriteLine(); Console.WriteLine("After:"); PrintMatrix(outputArray, width, height); }