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ID3D11DeviceContext::DispatchIndirect method

Execute a command list over one or more thread groups.

Syntax


void DispatchIndirect(
  [in] ID3D11Buffer *pBufferForArgs,
  [in] UINT         AlignedByteOffsetForArgs
);

Parameters

pBufferForArgs [in]

Type: ID3D11Buffer*

A pointer to an ID3D11Buffer, which must be loaded with data that matches the argument list for ID3D11DeviceContext::Dispatch.

AlignedByteOffsetForArgs [in]

Type: UINT

A byte-aligned offset between the start of the buffer and the arguments.

Return value

Returns nothing.

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.

Windows Phone 8: This API is supported.

Requirements

Header

D3D11.h

Library

D3D11.lib

 

 

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