OGRE-Next
3.0.0
Object-Oriented Graphics Rendering Engine
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#include <OgreHlmsPso.h>
Public Member Functions | |
void | initialize () |
Public Attributes | |
GpuProgramParametersSharedPtr | computeParams |
GpuProgramPtr | computeShader |
uint32 | mNumThreadGroups [3] |
The number of thread groups to dispatch. More... | |
uint32 | mThreadsPerGroup [3] |
XYZ. More... | |
void * | rsData |
Render-System specific data. More... | |
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inline |
References mNumThreadGroups, mThreadsPerGroup, and rsData.
GpuProgramParametersSharedPtr Ogre::HlmsComputePso::computeParams |
GpuProgramPtr Ogre::HlmsComputePso::computeShader |
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 );
Referenced by initialize().
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 @value( threads_per_group_x ); OR let the shader tell C++ the threadcount via @pset( threads_per_group_x, 64 ) (there's also threads_per_group_y & threads_per_group_z)
Referenced by initialize().
void* Ogre::HlmsComputePso::rsData |
Render-System specific data.
Referenced by initialize().