GPU data buffer, mostly for use with compute shaders.
ComputeShader programs often need arbitrary data to be read & written into memory buffers.
ComputeBuffer class is exactly for that - you can create & fill them from script code,
and use them in compute shaders or regular shaders.
Compute buffers are always supported in compute shaders. Compute shader support can be queried runtime using SystemInfo.supportsComputeShaders. See the Compute Shaders Manual page for more information about platforms supporting compute shaders. In regular graphics shaders the compute buffer support requires minimum shader model 4.5.
On the shader side, ComputeBuffers with default ComputeBufferType map to StructuredBuffer<T>
and RWStructuredBuffer<T>
in HLSL.
See Also: ComputeShader class, Shader.SetGlobalBuffer, Material.SetBuffer, Compute Shaders overview.
ComputeBuffer | Compute Buffer を作成します |
GetData | バッファからデータの値を配列へと読み出します |
GetNativeBufferPtr | Retrieve a native (underlying graphics API) pointer to the buffer. |
IsValid | Returns true if this compute buffer is valid and false otherwise. |
Release | Compute Buffer をリリースします |
SetCounterValue | append/consume バッファのカウンターの値を設定します。 |
SetData | 配列から値をバッファへと設定します |
CopyCount | append/consume バッファの値を別のバッファにカウンター変数をコピーします。 |