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@@ -87,6 +87,10 @@ return {
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dispatch. It's equivalent to `WorkgroupID * WorkgroupSize + LocalThreadID` (usually what you
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want!)
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+ There are limits to the number of workgroups that can be dispatched, see the `workgroupCount`
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+ limit in `lovr.graphics.getLimits`. The local workgroup size is also limited by the
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+ `workgroupSize` and `totalWorkgroupSize` limits.
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+
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Indirect compute dispatches are useful to "chain" compute shaders together, while keeping all of
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the data on the GPU. The first dispatch can do some computation and write some results to
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buffers, then the second indirect dispatch can use the data in those buffers to know how many
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@@ -144,6 +148,7 @@ return {
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related = {
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'Pass:barrier',
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'Pass:setShader',
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- 'Pass:send'
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+ 'Pass:send',
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+ 'lovr.graphics.getLimits'
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}
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}
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