Version: 2023.1
言語: 日本語

Graphics.DrawProceduralIndirectNow

マニュアルに切り替える
public static void DrawProceduralIndirectNow (MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset);
public static void DrawProceduralIndirectNow (MeshTopology topology, GraphicsBuffer bufferWithArgs, int argsOffset);

パラメーター

topology プロシージャルジオメトリのトポロジー
bufferWithArgs Draw Arguments のバッファ
argsOffset Draw argument があるバッファのバイトオフセット

説明

Draws procedural geometry on the GPU.

DrawProceduralIndirectNow does a draw call on the GPU, without any vertex or index buffers.

This function only works on platforms that support compute shaders.

The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating an arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.

This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

Buffer with arguments, bufferWithArgs, has to have four integer numbers at given argsOffset offset: vertex count per instance, instance count, start vertex location, and start instance location. This maps to Direct3D11 DrawInstancedIndirect and equivalent functions on other graphics APIs. On OpenGL versions before 4.2 and all OpenGL ES versions that support indirect draw, the last argument is reserved and therefore must be zero.

Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses the currently set render target, transformation matrices and shader pass.

There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProceduralIndirect.

See Also: Graphics.DrawProceduralNow, ComputeBuffer.CopyCount, SystemInfo.supportsComputeShaders.


public static void DrawProceduralIndirectNow (MeshTopology topology, GraphicsBuffer indexBuffer, ComputeBuffer bufferWithArgs, int argsOffset);
public static void DrawProceduralIndirectNow (MeshTopology topology, GraphicsBuffer indexBuffer, GraphicsBuffer bufferWithArgs, int argsOffset);

パラメーター

topology プロシージャルジオメトリのトポロジー
indexBuffer Index buffer used to submit vertices to the GPU.
bufferWithArgs Draw Arguments のバッファ
argsOffset Draw argument があるバッファのバイトオフセット

説明

Draws procedural geometry on the GPU.

DrawProceduralIndirectNow does a draw call on the GPU, without a vertex buffer. The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating an arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.

This is mainly useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

Buffer with arguments, bufferWithArgs, has to have five integer numbers at given argsOffset offset: index count per instance, instance count, start index location, base vertex location, and start instance location. This maps to Direct3D11 DrawIndexedInstancedIndirect and equivalent functions on other graphics APIs. On OpenGL versions before 4.2 and all OpenGL ES versions that support indirect draw, the last argument is reserved and therefore must be zero.

Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses the currently set render target, transformation matrices and shader pass.

There's also similar functionality in CommandBuffers, see CommandBuffer.DrawProceduralIndirect.

See Also: Graphics.DrawProceduralNow, ComputeBuffer.CopyCount, SystemInfo.supportsComputeShaders.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961