|  | OGRE-Next 3.0.0
    Object-Oriented Graphics Rendering Engine | 
#include <OgreHlmsPso.h>
| Public Member Functions | |
| void | initialize () | 
| Public Attributes | |
| GpuProgramParametersSharedPtr | computeParams | 
| GpuProgramPtr | computeShader | 
| uint32 | mNumThreadGroups [3] | 
| The number of thread groups to dispatch. | |
| uint32 | mThreadsPerGroup [3] | 
| XYZ. | |
| void * | rsData | 
| Render-System specific data. | |
| 
 | 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().