#include <OgreHlmsPso.h>
◆ initialize()
void Ogre::HlmsComputePso::initialize |
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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: