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.

  Syntax
DX11 DISPATCH COMPUTE SHADER INDIRECT shader, indirectArgumentBuffer, [byteOffset]
  Parameters
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.

  Returns

This function does not return a value.

  See also

DIRECTCOMPUTE Functions Menu
DX11 Function Categories