Version: Unity 6 Preview (6000.0)
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RadeonRaysContext.IsCompleted

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Declaration

public bool IsCompleted(LightTransport.EventID id);

Parameters

id ID of the event to query.

Returns

bool True if the asynchronous operation has completed.

Description

Returns true if the asynchronous operation completed.

This method returns immediately and does not wait for the operation to complete. Use Flush to force the device implementation to start processing commands. Use IDeviceContext.Wait to busy-wait for a specific event.

          IDeviceContext ctx = new RadeonRaysContext();
ctx.Initialize();
uint length = 8;
var input = new NativeArray<byte>((int)length, Allocator.Persistent);
for (int i = 0; i < length; ++i)
{
    input[i] = (byte)i;
}
var output = new NativeArray<byte>((int)length, Allocator.Persistent);
BufferID id = ctx.CreateBuffer(8);
var writeEvent = ctx.CreateEvent();
ctx.WriteBuffer(id.Slice<byte>(), input, writeEvent);
var readEvent = ctx.CreateEvent();
ctx.ReadBuffer(id.Slice<byte>(), output, readEvent);
bool flushOk = ctx.Flush();
Assert.IsTrue(flushOk);
input.Dispose();
var watchDogTimeout = Time.realtimeSinceStartup + 5.0f;
while (!ctx.IsCompleted(readEvent))
{
    Thread.Sleep(10);
    if (Time.realtimeSinceStartup > watchDogTimeout)
        Assert.IsTrue(false, "watchdog timeout");
}

// The event has completed. ctx.DestroyEvent(readEvent); ctx.DestroyEvent(writeEvent);

ctx.DestroyBuffer(id); for (int i = 0; i < length; ++i) Assert.AreEqual((byte)i, output[i]); output.Dispose(); ctx.Dispose();

How to check if an asynchronous operation has completed.