Version: 2023.2
言語: 日本語

説明

GraphicsBuffer can be used as an append-consume buffer.

Allows a buffer to be treated like a stack in compute shaders. Maps to AppendStructuredBuffer<T> or ConsumeStructuredBuffer<T> in HLSL.

When you construct a GraphicsBuffer of this type, the value of stride must match the stride of the corresponding StructuredBuffer struct type in your HLSL code. It must also be a multiple of 4, and less than 2048.

See Microsoft's HLSL documentation on AppendStructuredBuffer and ConsumeStructuredBuffer.

The buffer size value can be copied into another buffer using GraphicsBuffer.CopyCount, or explicitly reset with GraphicsBuffer.SetCounterValue.

See Also: GraphicsBuffer, ComputeShader, Material.SetBuffer.

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