DirectX Compute Graph Compiler will be available for private preview this summer, please reach out to your Windows representative if you’re interested in joining.
DX Linear Algebra will enter public preview in April, giving developers an early opportunity to experiment with these capabilities and help shape the future of ML‑assisted graphics on Windows. See the
Linear Algebra spec for more detail about the feature.
Introducing DX Linear Algebra
(Last year,
Cooperative Vector demonstrated that ML can be effectively integrated directly into the graphics pipeline, particularly for scenarios where developers want fine-grained, shader level control over how ML is applied alongside traditional rendering logic.
For the first time, developers could access hardware accelerated
vector–matrix operations directly from HLSL, enabling a class of neural rendering techniques that execute inline with traditional shading.)
not all workloads fit this execution model. Many common and emerging scenarios—such as
denoising, temporal upscaling, and more—require matrix–matrix operations, shared data across threads, and batch-oriented execution that go beyond what vector–matrix primitives alone can efficiently express.
DirectX Linear Algebra, an expansion of DirectX’s math capabilities is designed to support both vector and matrix-based ML workloads under a single programming model.
DX Linear Algebra adds first-class matrix–matrix operations while preserving the ability to author ML directly in HLSL, giving developers explicit control over math, data flow, and execution for shader level ML scenarios.
Expanding to Model Level ML with DirectX Compute Graph Compiler
DirectX Compute Graph Compiler is a new DirectX ML compiler API designed to execute full model graphs with native class GPU performance.
While shader-level ML (DX Linear Algebra above) is powerful, many modern ML-driven graphics workloads are best expressed and optimized as full computation graphs, not as isolated operators or hand-authored kernels. These graphs capture end-to-end structure—dataflow, dependencies, and deep fusion—that are difficult or impossible to exploit at the shader level, especially when targeting the full PC ecosystem.
Shader-level ML and model-level ML now live side by side in DirectX:
- HLSL Linear Algebra for small, inline workloads and
- DirectX Compute Graph Compiler for larger models.
At GDC this year, we shared how machine learning is becoming foundational to real time graphics, and how DirectX is evolving to meet that shift across shader level and model level ML.
devblogs.microsoft.com