# SDL_GPUComputePass

A compute pass for dispatching compute pipelines. Freed after end() or GC.


### dispatch(x, y, z) <sub>function</sub>

Dispatch the compute pipeline with the specified threadgroup counts.



**x**: Number of groups in X dimension

**y**: Number of groups in Y dimension

**z**: Number of groups in Z dimension


**Returns**: None


### end() <sub>function</sub>

End this compute pass.



**Returns**: None


### pipeline(computePipeline) <sub>function</sub>

Bind a compute pipeline in this pass.



**computePipeline**: The SDL_GPUComputePipeline


**Returns**: None


### samplers(arrayOfSamplerBindings, firstSlot) <sub>function</sub>

Bind a set of texture/sampler pairs for compute usage.



**arrayOfSamplerBindings**: e.g. [ {texture, sampler}, ...]

**firstSlot**: The starting sampler slot.


**Returns**: None


### storage_buffers(arrayOfBuffers, firstSlot) <sub>function</sub>

Bind an array of storage buffers for the compute shader.



**arrayOfBuffers**: The buffers

**firstSlot**: Starting binding slot.


**Returns**: None


### storage_textures(arrayOfTextures, firstSlot) <sub>function</sub>

Bind an array of storage textures for the compute shader.



**arrayOfTextures**: The textures

**firstSlot**: Starting binding slot


**Returns**: None

