compute_manage
Manage GPU compute pipelines in Godot: create GLSL compute shaders, inspect RenderingDevice capabilities, and dispatch compute workloads to read back output data.
Instructions
GPU Compute Shaders, RenderingDevice Uniform Buffers, and GPU Pipeline Execution.
Ops:
create_shader(shader_path="res://shaders/compute_example.glsl", code="") Create a GLSL compute shader template file.
get_device_info() Inspect RenderingDevice capabilities, workgroup limits, and driver version.
run_compute(shader_path, input_buffer=[...], x_groups=1, y_groups=1, z_groups=1) Compile and dispatch a compute pipeline on the GPU and read back output data.
Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||