ID3D11DeviceContext::DispatchIndirect Method

Execute a command list over one or more thread groups.

Syntax

public:
void DispatchIndirect(
         ID3D11Buffer *pBufferForArgs,
         UINT AlignedByteOffsetForArgs
)  

Parameters

pBufferForArgs
Type: ID3D11Buffer *

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

AlignedByteOffsetForArgs
Type: UINT 

[in] 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

Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).

Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).

See also

ID3D11DeviceContext

ID3D11DeviceContext Members