Description
The DispatchIndirect
method of the ComputeShader
class is used to execute a compute shader using indirect parameters. This method allows you to specify the number of thread groups to be dispatched indirectly, using data stored in a GpuBuffer
. This is particularly useful for scenarios where the number of thread groups is determined at runtime, such as when the data size is not known until the compute shader has processed some data.
Usage
To use the DispatchIndirect
method, you need to provide a GpuBuffer
that contains the dispatch parameters and an offset within that buffer. The buffer should be structured such that it contains the number of thread groups to be dispatched in the X, Y, and Z dimensions.
Ensure that the GpuBuffer
is properly initialized and contains valid data before calling this method. The indirectElementOffset
parameter specifies the offset in the buffer where the dispatch parameters are located.
Example
// Assuming 'computeShader' is an instance of ComputeShader
// and 'indirectBuffer' is a properly initialized GpuBuffer
uint offset = 0; // Offset in the buffer where dispatch parameters are stored
// Dispatch the compute shader using indirect parameters
computeShader.DispatchIndirect(indirectBuffer, offset);