void DispatchIndirect( GpuBuffer indirectBuffer, System.UInt32 indirectElementOffset )

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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);