MayaFlux 1.0.0
Digital-First Multimedia Processing Framework
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◆ dispatch_sequence()

void MayaFlux::Yantra::GpuResourceManager::dispatch_sequence ( const std::vector< std::string > &  keys,
const std::vector< std::array< uint32_t, 3 > > &  groups_per_key,
const std::vector< std::vector< uint8_t > > &  push_constants_per_key,
const std::vector< std::vector< Portal::Graphics::HazardResource > > &  hazards_per_key,
const std::vector< Portal::Graphics::IndirectDispatch > &  indirect_per_key = {} 
)

Record a dispatch for each requested key into one command buffer via ComputePress::record_sequence, submitted once.

Each key must already be initialise()'d. Vectors are parallel, indexed by position, one entry per key in the same order as keys. indirect_per_key is either empty or parallel too; a stage whose entry has a buffer dispatches with the counts stored there instead of its fixed groups.

Definition at line 853 of file GpuResourceManager.cpp.

859{
860 auto& foundry = Portal::Graphics::get_shader_foundry();
861 foundry.submit_and_wait(
862 record_sequence_commands(keys, groups_per_key, push_constants_per_key, hazards_per_key, indirect_per_key));
863}
Portal::Graphics::CommandBufferID record_sequence_commands(const std::vector< std::string > &keys, const std::vector< std::array< uint32_t, 3 > > &groups_per_key, const std::vector< std::vector< uint8_t > > &push_constants_per_key, const std::vector< std::vector< Portal::Graphics::HazardResource > > &hazards_per_key, const std::vector< Portal::Graphics::IndirectDispatch > &indirect_per_key)
Record one command buffer holding a dispatch per key, with the barriers each stage's hazards owe the ...
MAYAFLUX_API ShaderFoundry & get_shader_foundry()
Get the global shader compiler instance.

References MayaFlux::Portal::Graphics::get_shader_foundry(), and record_sequence_commands().

Referenced by MayaFlux::Yantra::GpuDispatchCore::dispatch_core_dependency().

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