/* SPDX-FileCopyrightText: 2023 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup gpu */ #include "GPU_compute.hh" #include "gpu_backend.hh" void GPU_compute_dispatch(GPUShader *shader, uint groups_x_len, uint groups_y_len, uint groups_z_len, const blender::gpu::shader::SpecializationConstants *constants_state) { blender::gpu::GPUBackend &gpu_backend = *blender::gpu::GPUBackend::get(); GPU_shader_bind(shader, constants_state); gpu_backend.compute_dispatch(groups_x_len, groups_y_len, groups_z_len); } void GPU_compute_dispatch_indirect( GPUShader *shader, GPUStorageBuf *indirect_buf_, const blender::gpu::shader::SpecializationConstants *constants_state) { blender::gpu::GPUBackend &gpu_backend = *blender::gpu::GPUBackend::get(); blender::gpu::StorageBuf *indirect_buf = reinterpret_cast( indirect_buf_); GPU_shader_bind(shader, constants_state); gpu_backend.compute_dispatch_indirect(indirect_buf); }