Version: 2020.3
LanguageEnglish
  • C#

GraphicsBuffer.CopyCount

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

Declaration

public static void CopyCount(ComputeBuffer src, ComputeBuffer dst, int dstOffsetBytes);

Declaration

public static void CopyCount(GraphicsBuffer src, ComputeBuffer dst, int dstOffsetBytes);

Declaration

public static void CopyCount(ComputeBuffer src, GraphicsBuffer dst, int dstOffsetBytes);

Declaration

public static void CopyCount(GraphicsBuffer src, GraphicsBuffer dst, int dstOffsetBytes);

Description

Copy counter value of append/consume buffer into another buffer.

Append/consume and counter buffers (see GraphicsBuffer.Target.Append, GraphicsBuffer.Target.Counter) keep track of the number of elements in them with a special counter variable. CopyCount takes a buffer as src, and copies its counter value into dst buffer at given byte offset.

This is most commonly used in conjunction with Graphics.DrawProceduralIndirect, to render arbitrary number of primitives without reading their count back to the CPU.

On DX11 there is a restriction on the dst buffer - it must have been created with ComputeBufferType.Raw, GraphicsBuffer.Target.Raw, ComputeBufferType.IndirectArguments, or GraphicsBuffer.Target.IndirectArguments type. On other platforms dst can be any type.

See Also: SetCounterValue.