Computesim, learn compute shaders and control flow
Hey HN, I wrote a compute shader emulator that started as a 50-line script to help me understand reduction shaders. What makes this implementation interesting is its technical approach; I've leveraged Nim's macros and closure iterators to simulate lockstep execution of logical threads. The emulator runs GPU compute shaders on CPU, simulating workgroups and subgroups with proper synchronization. It supports GLSL subgroup operations and provides nice debugging messages. The emulator works with Nim code that follows compute shader patterns I've documented some technical aspects here:…
Computesim, learn compute shaders and control flow launched on January 1, 2025 with 5 votes and more than 75% of that year's launches. The site was still online in September 2026, 1 year on.
What it does
Learn and understand compute shader operations and control flow. - planetis-m/compute-sim
A compute shader simulator for learning and debugging GPU compute shaders. # Compile with appropriate thread pool size and optimization settings # -d:ThreadPoolSize=MaxConcurrentWorkGroups*(ceilDiv(workgroupSize, SubgroupSize)+1) # -d:danger --threads:on --mm:arc import std / math, computesim type Buffers = object input: seq [ int32 ] atomicSum: int32 proc reduce (b: ptr Buffers ; numElements: uint32 ) {. computeShader .} = let gid = gl_GlobalInvocationID.x let value = if gid < numElements: b.input[gid] else : 0 # First reduce within subgroup using efficient subgroup operation let sum = subgroupAdd (value) # Only one thread per subgroup needs to add to global sum if gl_SubgroupInvocationID…from github.com
In the maker’s words, at launch
Hey HN, I wrote a compute shader emulator that started as a 50-line script to help me understand reduction shaders. What makes this implementation interesting is its technical approach; I've leveraged Nim's macros and closure iterators to simulate lockstep execution of logical threads. The emulator runs GPU compute…
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