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Summary
Learn how to use DirectCompute to supercharge your applications on Windows, granting them access to teraflops of processing power via the GPU. This lab will provide you with the knowledge necessary to free your algorithms from the shackles of serialization on the CPU, and execute millions of operations simultaneously with a single function call. The lab will cover the basics of how to create and manage an interface to the GPU, how to write and execute DirectCompute code, methods for managing data output, and advanced performance techniques to get the most out of what the GPU has to offer.

Prerequisites
Install the DirectX SDK ( http://www.microsoft.com/downloads/details.aspx?FamilyID=b66e14b8-8505-4b17-bf80-edb2df5abad4&displaylang=en)

After installing the DirectX SDK, you need to change the order in which Visual Studio 2008 looks for executable directories and library files.

Instructions for performing this step are included in the project's zip file.
Last edited Dec 8 2009 at 6:51 PM  by gclassy, version 2
Comments
Danix13 wrote  Jan 6 2012 at 8:46 PM  
Is this suppose to work with the June 2010 updated version of the DirectX sdk? Compiling the first project gets
error LNK2019: unresolved external symbol _D3D11CreateDevice@40 referenced in function "private: long __thiscall DemoApp::CreateComputeDevice(void)" (?CreateComputeDevice@DemoApp@@AAEJXZ) HandsOnLab.obj DirectCompute HandsOnLab
and
error LNK2019: unresolved external symbol _D3DX11CompileFromFileW@44 referenced in function "private: long __thiscall DemoApp::CompileComputeShader(wchar_t const *,char const *)" (?CompileComputeShader@DemoApp@@AAEJPB_WPBD@Z) HandsOnLab.obj DirectCompute HandsOnLab
What am I missing here?

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