C# / HLSL / D3D12
HLSL Kernel Pipeline
Engine-neutral GPU primitives with explicit external backends, whole-operation measurement and correctness checks.
Public source · Current main; historical results retain their own source identity
Work and recorded results
- Built a D3D12/HLSL primitives SDK with explicit RTS and AMD backends. A 70-process native confirmation found a 1.2404x ratio in one 2^25-pair sort case; six other comparisons favored external implementations.
Scope of the evidence
- The September 9 result is an exact R9700 native workload comparison. The application recording example and Unity deployment remain separately unmeasured.
- The older 5.10 to 2.74 ms (1.86x) result is a synthetic 12-frame, 8.39M-seed GPU pipeline record. Candidate executions are not unique candidate designs or full-game FPS.
Source and evidence
Evidence source revision: b52d18aff221f3f8822ddb54bc679c9e03932e2a
Public source at this revision ↗
Updated 2026-09-14. CV wording and this page use the same project manifest.