FrameGraph node to issue work for the compute shader on GPU. 更多...
头: | #include <QDispatchCompute> |
CMake: |
find_package(Qt6 REQUIRED COMPONENTS 3drender)
target_link_libraries(mytarget PRIVATE Qt6::3drender) |
qmake: | QT += 3drender |
实例化: | DispatchCompute |
继承: | Qt3DRender::QFrameGraphNode |
QDispatchCompute (Qt3DCore::QNode * parent = nullptr) | |
int | workGroupX () const |
int | workGroupY () const |
int | workGroupZ () const |
void | setWorkGroupX (int workGroupX ) |
void | setWorkGroupY (int workGroupY ) |
void | setWorkGroupZ (int workGroupZ ) |
void | workGroupXChanged () |
void | workGroupYChanged () |
void | workGroupZChanged () |
A Qt3DRender::QDispatchCompute allows work to be issued for the compute shader to run on the GPU. The workGroupX , workGroupY and workGroupZ properties specify the work group sizes for the compute shader invocation. QComputeCommand components need to be added to entities to instruct Qt3D to select the materials and geometry from the entities for the compute invocation. The work group sizes for the shader invocation will be the maximum of the work group sizes specified in QDispatchCompute and QComputeCommand .
Specifies X workgroup.
访问函数:
int | workGroupX () const |
void | setWorkGroupX (int workGroupX ) |
通知程序信号:
void | workGroupXChanged () |
Specifies Y workgroup.
访问函数:
int | workGroupY () const |
void | setWorkGroupY (int workGroupY ) |
通知程序信号:
void | workGroupYChanged () |
Specifies Z workgroup.
访问函数:
int | workGroupZ () const |
void | setWorkGroupZ (int workGroupZ ) |
通知程序信号:
void | workGroupZChanged () |
[explicit]
QDispatchCompute::
QDispatchCompute
(
Qt3DCore::QNode
*
parent
= nullptr)
The constructor creates an instance with the specified parent .