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DispatchConfig

Struct DispatchConfig 

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pub struct DispatchConfig<'a> {
    pub shader: &'a str,
    pub entry_point: Option<&'a str>,
    pub workgroups: Option<[u32; 3]>,
    pub invocations: u32,
    pub push_constants: Option<&'a [u8]>,
}
Expand description

Configuration for a compute dispatch.

The simple path (Device::dispatch) covers most cases. Use DispatchConfig when you need control over workgroup sizes or push constants.

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§shader: &'a str

Shader source (WGSL).

§entry_point: Option<&'a str>

Entry point name. Defaults to "main" if None.

§workgroups: Option<[u32; 3]>

Workgroup dimensions [x, y, z].

If None, the crate auto-calculates from invocations and the shader’s declared @workgroup_size.

§invocations: u32

Total invocations requested. Used to auto-calculate workgroup dispatch count when workgroups is None.

§push_constants: Option<&'a [u8]>

Optional push constant data (raw bytes, must match shader layout).

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impl<'a> DispatchConfig<'a>

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pub const fn new(shader: &'a str, invocations: u32) -> Self

Create a minimal dispatch config.

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pub const fn entry_point(self, name: &'a str) -> Self

Override the entry point name (default: "main").

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pub const fn workgroups(self, dims: [u32; 3]) -> Self

Set explicit workgroup dispatch dimensions.

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pub const fn push_constants(self, data: &'a [u8]) -> Self

Attach push constant data.

Auto Trait Implementations§

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impl<'a> Freeze for DispatchConfig<'a>

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impl<'a> RefUnwindSafe for DispatchConfig<'a>

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impl<'a> Send for DispatchConfig<'a>

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impl<'a> Sync for DispatchConfig<'a>

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impl<'a> Unpin for DispatchConfig<'a>

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impl<'a> UnsafeUnpin for DispatchConfig<'a>

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impl<'a> UnwindSafe for DispatchConfig<'a>

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impl<T> Any for T
where T: 'static + ?Sized,

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