CSF Compute Shaders
The Compute Shader process runs CSF shaders: score’s compute-shader extension of ISF. Use CSF when a fullscreen fragment pass is not the right model: image processing, storage images, GPU simulations, particle systems, geometry generation, geometry filters, buffer writes, volume generation, and indirect draw preparation.
A CSF file is a GLSL compute shader with a JSON header. It can be dropped from the file explorer or user library. Controls, GPU resources, input and output ports are built from the header.
Using the process
Drop a CSF file into the score, connect its generated resource inlets, and send image outputs to a video output. Geometry outputs need Model Display or Render Pipeline before they can be displayed as an image. For geometry with its own topology, set the downstream Render Pipeline Mode to Geometry.
The CSF language reference contains a minimal image filter, every resource and pass field, buffer layouts, geometry macros, expressions and built-ins. Shader cookbook provides image, geometry, indirect-work and audio recipes.
Go directly to a relocated section:
- Minimal file
- Header fields
- Resource types
- Images
- 3D image
- Persistent image
- Sampled textures
- Storage buffers
- Uniform buffers
- Geometry resources
- Generator or filter
- Geometry fields
- Attribute fields
-
COPY_FROM - Indirect draw
- Auxiliary buffers and textures
- SSBO auxiliary
- UBO auxiliary
- Texture auxiliary
- Custom types
- Passes and execution models
- Execution model types
- Indirect dispatch
- Expressions
- Built-in uniforms
- Image formats
- Patterns
- Image filter
- Geometry filter
- Particle feedback
Runtime requirements
Compute and storage images require a compatible device and backend. Integer storage formats require Qt 6.10 or newer as well as device support; earlier Qt versions can fall back to RGBA8 without preserving integer semantics. See Graphics pipeline. Keep the bounds checks in the reference examples when changing image dimensions or geometry counts.
Related Processes
- ISF Shaders: Fullscreen fragment shaders and post-processing.
- Render Pipeline: Draw CSF-generated or filtered geometry.
- Model Display: Display geometry with a built-in renderer.
- Lightness Computer: Convert texture outputs to pixel arrays.