Dispatches compute work with parameters set from a buffer.
Defined in <SDL3/SDL_gpu.h>
void SDL_DispatchGPUComputeIndirect(
SDL_GPUComputePass *compute_pass,
SDL_GPUBuffer *buffer, Uint32 offset);
SDL_GPUComputePass * | compute_pass | a compute pass handle. |
SDL_GPUBuffer * | buffer | a buffer containing dispatch parameters. |
Uint32 | offset | the offset to start reading from the dispatch 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.
This function is available since SDL 3.1.3.