动态缓冲区。
如果 CPU 经常修改缓冲区(通过调用 ComputeBuffer.SetData 或 ComputeBuffer.BeginBufferWrite),则可使用此参数。Unity 通常将此类缓冲区存储到 GPU 可见的 CPU 内存中,以便在其访问缓冲区时启用快速 CPU 上传,而代价是牺牲 GPU 性能。如果在 GPU 读取缓冲区时该缓冲区的内容被修改,Unity 会让 GPU 查看发出 GPU 命令时的缓冲区内容。这会创建额外的缓冲区临时副本,GPU 操作一完成,会删除这些副本。
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