This uses a StorageBuf as the source of indirect dispatch argument. The user needs to make sure the parameters are in the right order. There is no support for argument offset for the moment as there is no need for it. But this might be added in the future. Note that the indirect buffer is synchronized at the backend level. This is done for practical reasons and because this feature is almost always used for GPU driven pipeline.
28 lines
514 B
C++
28 lines
514 B
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "BLI_sys_types.h"
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#include "GPU_shader.h"
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#include "GPU_storage_buffer.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void GPU_compute_dispatch(GPUShader *shader,
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uint groups_x_len,
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uint groups_y_len,
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uint groups_z_len);
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void GPU_compute_dispatch_indirect(GPUShader *shader, GPUStorageBuf *indirect_buf);
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#ifdef __cplusplus
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}
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#endif
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