Graphics.CreateGraphicsFence

Declaration

public static Rendering.GraphicsFence CreateGraphicsFence(Rendering.GraphicsFenceType fenceType, Rendering.SynchronisationStageFlags stage = SynchronisationStage.PixelProcessing);

Parameters

fenceType The GraphicsFenceType to create. Currently the only supported value is GraphicsFenceType.AsyncQueueSynchronisation.
stage Which SynchronisationStage to insert the fence after.

Returns

GraphicsFence Returns a new GraphicsFence.

Description

Creates a GraphicsFence.

The GPU passes through the GraphicsFence fence after it completes the Blit, Clear, Draw, Dispatch or texture copy command you sent before this call. This includes commands from command buffers that the GPU executes immediately before you create the fence.

You can use the stage parameter to insert the GraphicsFence fence after the end of either 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 previous command was a compute shader dispatch, Unity ignores stage.

Some platforms cannot differentiate between the end of vertex processing and the end of pixel processing. On these platforms, you'll get the same results regardless of whether you use SynchronisationStage.PixelProcessing or SynchronisationStage.VertexProcessing as the value for `stage`.

If you call CreateGraphicsFence on a platform that doesn't support fences, the fence has no function, and the methods Graphics.WaitOnAsyncGraphicsFence and CommandBuffer.WaitOnAsyncGraphicsFence do nothing. Use SystemInfo.supportsGraphicsFence to check if a platform supports fences.

Additional resources: GraphicsFence, Graphics.WaitOnAsyncGraphicsFence, CommandBuffer.WaitOnAsyncGraphicsFence.


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