ID3D11DeviceContext::DispatchIndirect method (d3d11.h)
Execute a command list over one or more thread groups.
Syntax
void DispatchIndirect(
[in] ID3D11Buffer *pBufferForArgs,
[in] UINT AlignedByteOffsetForArgs
);
Parameters
[in] pBufferForArgs
Type: ID3D11Buffer*
A pointer to an ID3D11Buffer, which must be loaded with data that matches the argument list for ID3D11DeviceContext::Dispatch.
[in] AlignedByteOffsetForArgs
Type: UINT
A byte-aligned offset between the start of the buffer and the arguments.
Return value
None
Remarks
You call the DispatchIndirect method to execute commands in a compute shader.
When an application creates a buffer that is associated with the ID3D11Buffer interface that pBufferForArgs points to, the application must set the D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS flag in the MiscFlags member of the D3D11_BUFFER_DESC structure that describes the buffer. To create the buffer, the application calls the ID3D11Device::CreateBuffer method and in this call passes a pointer to D3D11_BUFFER_DESC in the pDesc parameter.
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d11.h |
Library | D3D11.lib |