Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

RadeonRaysContext.Wait

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Declaration

public bool Wait(LightTransport.EventID id);

Parameters

id ID of the event.

Returns

bool Returns true of the event completed successfully.

Description

Wait for an asynchronous event.

This is a blocking method which stalls the current CPU thread until the operation represented by the EventID is complete. Adding a stall can have a significant performance impact during regular execution. To avoid stalls, call IDeviceContext.Wait at the end of your sequence of operations.

          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);
bool eventOk = ctx.Wait(writeEvent);
Assert.IsTrue(eventOk);

// The event has completed.

input.Dispose(); Assert.IsTrue(ctx.IsCompleted(readEvent)); 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 use Wait.