Select your preferred scripting language. All code snippets will be displayed in this language.
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.Close
For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.Close
|stage||On some platforms there is a significant gap between the vertex processing completing and the pixel processing begining for a given draw call. This parameter allows for the fence to be passed after either the vertex or pixel processing for the proceeding draw has completed. If a compute shader dispatch was the last task submitted then this parameter is ignored.|
GPUFence Returns a new GPUFence.
Creates a GPUFence which will be passed after the last Blit, Clear, Draw, Dispatch or Texture Copy command prior to this call has been completed on the GPU.
This includes those from this CommandBuffer or from another CommandBuffer that has been executed immediately prior to the creation of the fence.
Some platforms cannot differentiate between the completion of vertex and pixel processing, on these platforms the fence is passed after the pixel processing has completed regardless of the value passed to the stage parameter.
This function can still be called on platforms that do not support GPUFences though the resulting fence will have no function and will do nothing if waited on (see Graphics.WaitOnGPUFence and CommandBuffer.WaitOnGPUFence).
See Also:GPUFence, Graphics.WaitOnGPUFence, CommandBuffer.WaitOnGPUFence, SystemInfo.supportsGPUFence.
Did you find this page useful? Please give it a rating: