Version: 2020.2
LanguageEnglish
  • C#

Camera.AddCommandBufferAsync

Suggest a change

Success!

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

Submission failed

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

Cancel

Switch to Manual
public void AddCommandBufferAsync(Rendering.CameraEvent evt, Rendering.CommandBuffer buffer, Rendering.ComputeQueueType queueType);

Parameters

evt The point during the graphics processing at which this command buffer should commence on the GPU.
buffer The buffer to execute.
queueType The desired async compute queue type to execute the buffer on.

Description

Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point.

Executes an async compute command buffer on the GPU when the graphics queues processing reaches a point described by the evt parameter.

Multiple command buffers can be set to execute at the same camera event (or even the same buffer can be added multiple times). To remove a command buffer from execution, use RemoveCommandBuffer.

The command buffer can only call the following commands for execution on the async compute queues, otherwise an error will be logged and displayed in the Editor window:

CommandBuffer.BeginSample

CommandBuffer.CopyCounterValue

CommandBuffer.CopyTexture

CommandBuffer.CreateGPUFence

CommandBuffer.DispatchCompute

CommandBuffer.EndSample

CommandBuffer.IssuePluginEvent

CommandBuffer.SetComputeBufferParam

CommandBuffer.SetComputeFloatParam

CommandBuffer.SetComputeFloatParams

CommandBuffer.SetComputeTextureParam

CommandBuffer.SetComputeVectorParam

CommandBuffer.WaitOnGPUFence

All of the commands within the buffer are guaranteed to be executed on the same queue. If the target platform does not support async compute queues then the work is dispatched on the graphics queue.

See Also:GPUFence, SystemInfo.supportsAsyncCompute, CommandBuffer, RemoveCommandBuffer, GetCommandBuffers.