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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