|
DX11 DISPATCH COMPUTE SHADER INDIRECT
This function allows you to dispatch a compute shader where the number of thread groups to run it on can be calculated by a previous compute shader invocation.
This data is provided using a indirect buffer that will have the threadGroupX/Y/Z arguments stored as uints (dwords) at the given offset within the buffer. Doing it in
this way saves some time as opposed to reading the data back from a GPU buffer and then using it to call DX11 DISPATCH COMPUTE SHADER as normal.
DX11 DISPATCH COMPUTE SHADER INDIRECT shader, indirectArgumentBuffer, [byteOffset]
shader Dword The compute shader to dispatch (execute).
indirectArgumentBuffer Dword An indirect buffer containing the number of thread groups in the X, Y and Z dimensions to dispatch the given compute shader to. The Z dimension must be set to 1 in DX10 compatibility mode.
[Optional] byteOffset Dword The offset in raw bytes into the indirect argument buffer to where the thread group counts are stored. Defaults to zero if omitted.
This function does not return a value.
DIRECTCOMPUTE Functions Menu
DX11 Function Categories
|