Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


GraphicsBuffer.Target

The intended targets for GraphicsBuffer.
Read time 1 minuteLast updated 6 days ago

Definition

  • Type: Enum
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule
[Flags]public enum GraphicsBuffer.Target

Remarks

Provide the intended targets (GraphicsBuffer.target) when creating a GraphicsBuffer. For example, pass GraphicsBuffer.Target.Index for a buffer to be usable as a geometry index buffer.
Different platforms and devices might or might not support different targets. Any target values different from Vertex, Index or Constant require the compute shader support (see SystemInfo.supportsComputeShaders).
You can combine values in this enum. For example,
GraphicsBuffer.Target.Index | GraphicsBuffer.Target.Raw
creates a buffer that can be used both as an index buffer in a Graphics.DrawProcedural call, and as a raw byte address buffer in a compute shader.
DirectX 11 does not allow Index or Vertex buffers to also be Structured. For compute shader mesh data access with DirectX 11 compatibility, use Raw.

Fields

Value

Description

AppendGraphicsBuffer can be used as an append-consume buffer.
ConstantGraphicsBuffer can be used as a constant buffer (uniform buffer).
CopyDestinationGraphicsBuffer can be used as a destination for CopyBuffer.
CopySourceGraphicsBuffer can be used as a source for CopyBuffer.
CounterGraphicsBuffer with an internal counter.
IndexGraphicsBuffer can be used as an index buffer.
IndirectArgumentsGraphicsBuffer can be used as an indirect argument buffer for indirect draws and dispatches.
RawGraphicsBuffer can be used as a raw byte-address buffer.
StructuredGraphicsBuffer can be used as a structured buffer.
VertexGraphicsBuffer can be used as a vertex buffer.