ドキュメント

Unity Engine

Unity Engine

WaitOnAsyncGraphicsFence

Instructs the GPU to pause processing of the queue until it passes through the GraphicsFence fence.
読み終わるまでの所要時間 3 分最終更新 1ヶ月前

Definition

WaitOnAsyncGraphicsFence(GraphicsFence)

Instructs the GPU to pause processing of the queue until it passes through the GraphicsFence fence.
public void WaitOnAsyncGraphicsFence(GraphicsFence fence)

Parameters

The GraphicsFence the GPU waits for. The
fenceType
of the graphics fence must be GraphicsFenceType.AsyncQueueSynchronisation.

Remarks

This method returns immediately on the CPU. Only GPU processing is affected by the graphics fence.
You can use the
stage
parameter to wait until the start of the next item's vertex or pixel processing. On some platforms, there's a gap between the end of vertex processing and the start of pixel processing in a draw call. If the last command was a compute shader dispatch, Unity ignores
stage
.
This method only works on platforms that support fences. Use SystemInfo.supportsGraphicsFence to check if a platform supports fences.
It's possible to create circular dependencies with this function that deadlock the GPU. See GraphicsFence for more information.

WaitOnAsyncGraphicsFence(GraphicsFence, SynchronisationStage)

Instructs the GPU to pause processing of the queue until it passes through the GraphicsFence fence.
public void WaitOnAsyncGraphicsFence(GraphicsFence fence, SynchronisationStage stage)

Parameters

The GraphicsFence the GPU waits for. The
fenceType
of the graphics fence must be GraphicsFenceType.AsyncQueueSynchronisation.

Remarks

This method returns immediately on the CPU. Only GPU processing is affected by the graphics fence.
You can use the
stage
parameter to wait until the start of the next item's vertex or pixel processing. On some platforms, there's a gap between the end of vertex processing and the start of pixel processing in a draw call. If the last command was a compute shader dispatch, Unity ignores
stage
.
This method only works on platforms that support fences. Use SystemInfo.supportsGraphicsFence to check if a platform supports fences.
It's possible to create circular dependencies with this function that deadlock the GPU. See GraphicsFence for more information.

WaitOnAsyncGraphicsFence(GraphicsFence, SynchronisationStageFlags)

Instructs the GPU to pause processing of the queue until it passes through the GraphicsFence fence.
public void WaitOnAsyncGraphicsFence(GraphicsFence fence, SynchronisationStageFlags stage)

Parameters

The GraphicsFence the GPU waits for. The
fenceType
of the graphics fence must be GraphicsFenceType.AsyncQueueSynchronisation.

Remarks

This method returns immediately on the CPU. Only GPU processing is affected by the graphics fence.
You can use the
stage
parameter to wait until the start of the next item's vertex or pixel processing. On some platforms, there's a gap between the end of vertex processing and the start of pixel processing in a draw call. If the last command was a compute shader dispatch, Unity ignores
stage
.
This method only works on platforms that support fences. Use SystemInfo.supportsGraphicsFence to check if a platform supports fences.
It's possible to create circular dependencies with this function that deadlock the GPU. See GraphicsFence for more information.