Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

CommandBuffer.DispatchCompute

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public method DispatchCompute(computeShader: ComputeShader, kernelIndex: int, threadGroupsX: int, threadGroupsY: int, threadGroupsZ: int): void;
public void DispatchCompute(ComputeShader computeShader, int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ);
public method DispatchCompute(computeShader: ComputeShader, kernelIndex: int, indirectBuffer: ComputeBuffer, argsOffset: uint): void;
public void DispatchCompute(ComputeShader computeShader, int kernelIndex, ComputeBuffer indirectBuffer, uint argsOffset);

Parameters

computeShader ComputeShader to execute.
kernelIndex Kernel index to execute, see ComputeShader.FindKernel.
threadGroupsX Number of work groups in the X dimension.
threadGroupsY Number of work groups in the Y dimension.
threadGroupsZ Number of work groups in the Z dimension.
indirectBuffer ComputeBuffer with dispatch arguments.
argsOffset Byte offset indicating the location of the dispatch arguments in the buffer.

Description

Add a command to execute a ComputeShader.

When the command buffer executes, a compute shader kernel is dispatched, with work group size either specified directly (see ComputeShader.Dispatch) or read from the GPU buffer (see ComputeShader.DispatchIndirect).

Did you find this page useful? Please give it a rating: