Class ComputeRenderPass

Class Hierarchy

Use the Compute Render Pass to dispatch compute shader work using a material that references a compute shader program. After the dispatch, a Compute Render Pass passes the control to its descendants and then further to its siblings and parent.

The Compute Render Pass reads shader resources (textures, buffers, uniforms) from the Material that you set with the MaterialProperty. Set the invoke counts using the InvokeCountXProperty, InvokeCountYProperty, and InvokeCountZProperty properties.

For indirect dispatch, set a GPU buffer with the IndirectDispatchBufferProperty.

Since Kanzi 4.1.0

Use a Compute render pass to dispatch compute shader work using a compute material.

Inherits properties and message types from ComputeRenderPassMetadata.

Synopsis

Methods
create()

Create a Compute Render Pass

ComputeRenderPass.ComputeRenderPass:create(name)

Create a Compute Render Pass.

Parameters
name (string)

The name of the Compute Render Pass.

Return Values
(ComputeRenderPass)

The created Compute Render Pass.