#include <OgreHlmsPso.h>
◆ initialize()
  
  
      
        
          | void Ogre::HlmsComputePso::initialize  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
inline   | 
  
 
Render-System specific data. 
 
 
◆ computeParams
◆ computeShader
◆ mNumThreadGroups
      
        
          | uint32 Ogre::HlmsComputePso::mNumThreadGroups[3] | 
        
      
 
The number of thread groups to dispatch. 
eg. Typically: mNumThreadGroups[0] = ceil( mThreadsPerGroup[0] / image.width ); mNumThreadGroups[1] = ceil( mThreadsPerGroup[1] / image.height ); 
- See also
 - HlmsComputeJob::setNumThreadGroups 
 
 
 
◆ mThreadsPerGroup
      
        
          | uint32 Ogre::HlmsComputePso::mThreadsPerGroup[3] | 
        
      
 
XYZ. 
Metal needs the threads per group on C++ side. HLSL & GLSL want the thread count on shader side, thus we allow users to tell us the thread count to C++, and send it to the shaders via ( threads_per_group_x ); OR let the shader tell C++ the threadcount via ( threads_per_group_x, 64 ) (there's also threads_per_group_y & threads_per_group_z) 
- See also
 - HlmsComputeJob::setThreadsPerGroup 
 
 
 
◆ rsData
      
        
          | void* Ogre::HlmsComputePso::rsData | 
        
      
 
 
The documentation for this struct was generated from the following file: