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.TH SDL_DispatchGPUComputeIndirect 3 "SDL 3.2.10" "Simple Directmedia Layer" "SDL3 FUNCTIONS"
.SH NAME
SDL_DispatchGPUComputeIndirect \- Dispatches compute work with parameters set from a buffer\[char46]
.SH HEADER FILE
Defined in SDL3/SDL_gpu\[char46]h

.SH SYNOPSIS
.nf
.B #include \(dqSDL3/SDL.h\(dq
.PP
.BI "void SDL_DispatchGPUComputeIndirect(
.BI "    SDL_GPUComputePass *compute_pass,
.BI "    SDL_GPUBuffer *buffer,
.BI "    Uint32 offset);
.fi
.SH DESCRIPTION
The buffer layout should match the layout of

.BR SDL_GPUIndirectDispatchCommand
\[char46] You must
not call this function before binding a compute pipeline\[char46]

A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
the dispatches write to the same resource region as each other, there is no
guarantee of which order the writes will occur\[char46] If the write order matters,
you MUST end the compute pass and begin another one\[char46]

.SH FUNCTION PARAMETERS
.TP
.I compute_pass
a compute pass handle\[char46]
.TP
.I buffer
a buffer containing dispatch parameters\[char46]
.TP
.I offset
the offset to start reading from the dispatch buffer\[char46]
.SH AVAILABILITY
This function is available since SDL 3\[char46]2\[char46]0\[char46]