DispatchCompute
Add a command to execute a ComputeShader.
Read time 2 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine.Rendering
- Assembly: UnityEngine.CoreModule
DispatchCompute(ComputeShader, int, int, int, int)
Add a command to execute a ComputeShader.
public void DispatchCompute(ComputeShader computeShader, int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ)
Parameters
ComputeShader to execute.
Kernel index to execute, see ComputeShader.FindKernel.
Number of work groups in the X dimension.
Number of work groups in the Y dimension.
Number of work groups in the Z dimension.
Remarks
When the command buffer executes, a compute shader kernel is dispatched, with work group size either specified directly (see ComputeShader.Dispatch) or read from the GPU buffer (see ComputeShader.DispatchIndirect).
DispatchCompute(ComputeShader, int, ComputeBuffer, uint)
Add a command to execute a ComputeShader.
public void DispatchCompute(ComputeShader computeShader, int kernelIndex, ComputeBuffer indirectBuffer, uint argsOffset)
Parameters
ComputeShader to execute.
Kernel index to execute, see ComputeShader.FindKernel.
ComputeBuffer with dispatch arguments.
Byte offset indicating the location of the dispatch arguments in the buffer.
Remarks
When the command buffer executes, a compute shader kernel is dispatched, with work group size either specified directly (see ComputeShader.Dispatch) or read from the GPU buffer (see ComputeShader.DispatchIndirect).
DispatchCompute(ComputeShader, int, GraphicsBuffer, uint)
Add a command to execute a ComputeShader.
public void DispatchCompute(ComputeShader computeShader, int kernelIndex, GraphicsBuffer indirectBuffer, uint argsOffset)
Parameters
ComputeShader to execute.
Kernel index to execute, see ComputeShader.FindKernel.
ComputeBuffer with dispatch arguments.
Byte offset indicating the location of the dispatch arguments in the buffer.
Remarks
When the command buffer executes, a compute shader kernel is dispatched, with work group size either specified directly (see ComputeShader.Dispatch) or read from the GPU buffer (see ComputeShader.DispatchIndirect).