Example #1
0
 /// <summary>
 /// Function to execute a <see cref="GorgonComputeShader"/>.
 /// </summary>
 /// <param name="dispatchCall">The <see cref="GorgonDispatchCall"/> to execute.</param>
 /// <param name="threadGroupCountX">The number of thread groups to dispatch in the X direction.</param>
 /// <param name="threadGroupCountY">The number of thread groups to dispatch in the Y direction.</param>
 /// <param name="threadGroupCountZ">The number of thread groups to dispatch in the Z direction.</param>
 /// <exception cref="ArgumentNullException">Thrown when the <paramref name="dispatchCall"/> parameter is <b>null</b>.</exception>
 /// <exception cref="ArgumentOutOfRangeException">Thrown when the <paramref name="threadGroupCountX"/>, <paramref name="threadGroupCountY"/>, or the <paramref name="threadGroupCountZ"/> parameter
 /// is less than 0, or not less than <see cref="MaxThreadGroupCount"/>.</exception>
 /// <remarks>
 /// <para>
 /// This will take a <see cref="GorgonDispatchCall"/> and execute it. This method will also bind any buffers set up to the GPU prior to executing the shader.
 /// </para>
 /// <para>
 /// The <see cref="GorgonDispatchCall.ComputeShader"/> will be run in parallel on many threads within a thread group. To understand how thread indexes map to the number of threads defined in the shader, please
 /// visit the MSDN documentation for the <a href="https://msdn.microsoft.com/en-us/library/windows/desktop/ff476405(v=vs.85).aspx" target="_blank">Dispatch</a> function.
 /// </para>
 /// <para>
 /// <note type="important">
 /// <para>
 /// For performance reasons, this method will only throw exceptions when Gorgon is compiled as <b>DEBUG</b>.
 /// </para>
 /// </note>
 /// </para>
 /// </remarks>
 public void Execute(GorgonDispatchCall dispatchCall, int threadGroupCountX, int threadGroupCountY, int threadGroupCountZ) => Graphics.Dispatch(dispatchCall, threadGroupCountX, threadGroupCountY, threadGroupCountZ);
Example #2
0
 /// <summary>
 /// Function to execute a <see cref="GorgonComputeShader"/> using a buffer for argument passing.
 /// </summary>
 /// <param name="dispatchCall">The <see cref="GorgonDispatchCall"/> to execute.</param>
 /// <param name="indirectArgs">The buffer containing the arguments for the compute shader.</param>
 /// <param name="threadGroupOffset">[Optional] The offset within the buffer, in bytes, to where the arguments are stored.</param>
 /// <exception cref="ArgumentNullException">Thrown when the <paramref name="dispatchCall"/>, or the <paramref name="indirectArgs"/> parameter is <b>null</b>.</exception>
 /// <exception cref="ArgumentOutOfRangeException">Thrown when the <paramref name="threadGroupOffset"/> is less than 0.</exception>
 /// <remarks>
 /// <para>
 /// This will take the <see cref="GorgonDispatchCall"/> and execute it using the <paramref name="indirectArgs"/> buffer. This method will also bind any buffers set up to the GPU prior to executing
 /// the shader.
 /// </para>
 /// <para>
 /// The <paramref name="indirectArgs"/> buffer must contain the thread group count arguments for a <see cref="GorgonDispatchCall.ComputeShader"/>. The <paramref name="threadGroupOffset"/>, will instruct the GPU
 /// to begin reading these arguments at the specified offset.
 /// </para>
 /// <para>
 /// This method differs from the <see cref="Execute(GorgonDispatchCall,int,int,int)"/> overload in that it uses a buffer to retrieve the arguments to send to the next compute
 /// shader workload. Like the <see cref="GorgonGraphics.SubmitStreamOut"/> method, this method takes a variable sized output from a previous compute shader workload and allows it to be passed directly
 /// to the shader without having to stall on the CPU side by retrieving count values.
 /// </para>
 /// <para>
 /// <note type="important">
 /// <para>
 /// For performance reasons, this method will only throw exceptions when Gorgon is compiled as <b>DEBUG</b>.
 /// </para>
 /// </note>
 /// </para>
 /// </remarks>
 public void Execute(GorgonDispatchCall dispatchCall, GorgonBufferCommon indirectArgs, int threadGroupOffset = 0) => Graphics.Dispatch(dispatchCall, indirectArgs, threadGroupOffset);