SDL_GPUINDIRECTDISPATCHCOMMAND(3type)

πŸ’– NAME πŸ’–

SDL_GPUIndirectDispatchCommand β€” bestie, it's a struct, and what it does is hold all the parameters of an indexed dispatch command ✨


πŸŽ€ SYNOPSIS πŸŽ€

#include <SDL3/SDL_gpu.h>

typedef struct SDL_GPUIndirectDispatchCommand
{
    Uint32 groupcount_x;  /**< The number of local workgroups to dispatch in the X dimension. */
    Uint32 groupcount_y;  /**< The number of local workgroups to dispatch in the Y dimension. */
    Uint32 groupcount_z;  /**< The number of local workgroups to dispatch in the Z dimension. */
} SDL_GPUIndirectDispatchCommand;

okay so three fields, all Uint32, all vibing. no cap πŸ’…

  • groupcount_x β€” how many local workgroups you're dispatching along the X dimension πŸ¦‹
  • groupcount_y β€” how many local workgroups you're dispatching along the Y dimension πŸ¦‹
  • groupcount_z β€” how many local workgroups you're dispatching along the Z dimension πŸ¦‹

it's giving "XYZ but make it a compute dispatch" and honestly? iconic 🌈


✨ AVAILABILITY ✨

this struct has been around since SDL 3.2.0 β€” so it's not new new, it's just lowkey established πŸ‘‘


🌸 SEE ALSO 🌸


and that's the whole page bestie!! it's part of SDL3 DATATYPES, it lives in the Simple Directmedia Layer family, and this particular glow-up is from version SDL 3.4.18 πŸ’– mwah, go dispatch something cute πŸ’…βœ¨πŸŽ€

πŸ“¦ where this page comes from