Compute.DispatchNow
void DispatchNow(uint groupCountX, uint groupCountY, uint groupCountZ)
Run this compute dispatch synchronously, right now, on the calling thread. Use this for ad-hoc work that doesn’t belong in the per-frame render pipeline (debugging, one-shot tasks, immediate readbacks). For compute work that feeds into later render passes within the same frame, prefer Dispatch, which queues into the pipeline and lets sk_renderer handle ordering and barriers automatically.
| uint groupCountX | Thread groups in X. |
| uint groupCountY | Thread groups in Y. |
| uint groupCountZ | Thread groups in Z. |
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