sdlDispatchGpuComputeIndirect function

void sdlDispatchGpuComputeIndirect(
  1. Pointer<SdlGpuComputePass> computePass,
  2. Pointer<SdlGpuBuffer> buffer,
  3. int offset
)

Dispatches compute work with parameters set from a buffer.

The buffer layout should match the layout of SDL_GPUIndirectDispatchCommand. You must not call this function before binding a compute pipeline.

A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and the dispatches write to the same resource region as each other, there is no guarantee of which order the writes will occur. If the write order matters, you MUST end the compute pass and begin another one.

\param compute_pass a compute pass handle. \param buffer a buffer containing dispatch parameters. \param offset the offset to start reading from the dispatch buffer.

\since This function is available since SDL 3.1.3.

extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect( SDL_GPUComputePass *compute_pass, SDL_GPUBuffer *buffer, Uint32 offset)

Implementation

void sdlDispatchGpuComputeIndirect(Pointer<SdlGpuComputePass> computePass,
    Pointer<SdlGpuBuffer> buffer, int offset) {
  final sdlDispatchGpuComputeIndirectLookupFunction = libSdl3.lookupFunction<
      Void Function(Pointer<SdlGpuComputePass> computePass,
          Pointer<SdlGpuBuffer> buffer, Uint32 offset),
      void Function(
          Pointer<SdlGpuComputePass> computePass,
          Pointer<SdlGpuBuffer> buffer,
          int offset)>('SDL_DispatchGPUComputeIndirect');
  return sdlDispatchGpuComputeIndirectLookupFunction(
      computePass, buffer, offset);
}