ComputeCommand QML Type
Component to issue work for the compute shader on GPU. More...
|Import Statement:||import Qt3D.Render 2.0|
A ComputeCommand is used to issue work for the compute shader. The compute shader is specified in the Material component of the same entity the ComputeCommand is added to. The workGroupX, workGroupY and workGroupZ properties specify the work group sizes for the compute shader invocation. DispatchCompute node needs to be present in the FrameGraph to actually issue the commands. The execution behavior of the compute command can be controlled with the run type property.
Note: If the rendering policy is set to RenderSettings.OnDemand, the run type is set to Continuous and there are no changes to the scene, the ComputeCommand will not be invoked repeatedly. The RenderSettings.Always render policy must be set for the ComputeCommand to be repeatedly invoked if there are no other changes to the scene that triggers rendering a new frame.
runType : enumeration
Specifies whether the compute command should be performed every frame or manually triggered.
|Compute command is executed everyframe. This is the default.|
|CompouteCommand is executed for a given number of frames and then the component disables itself.|
workGroupX : int
Specifies X workgroup size.
workGroupY : int
Specifies Y workgroup size.
workGroupZ : int
Specifies Z workgroup size.
© 2021 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.