ScriptableRenderContext.ExecuteCommandBufferAsync

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public void ExecuteCommandBufferAsync (Rendering.CommandBuffer commandBuffer, Rendering.ComputeQueueType queueType);

Parameters

commandBufferThe CommandBuffer to be executed.
queueTypeDescribes the desired async compute queue the supplied CommandBuffer should be executed on.

Description

Schedules the execution of a Command Buffer on an async compute queue. The ComputeQueueType that you pass in determines the queue order.

Note that all of the commands within the Command Buffer need to be of a type suitable for execution on the async compute queues. If the buffer contains any commands that are not appropriate then Unity logs an error and displays it in the Editor console window. The commands that a CommandBuffer can use on async compute queues are:
CommandBuffer.BeginSample CommandBuffer.CopyCounterValue CommandBuffer.CopyTexture CommandBuffer.CreateGraphicsFence CommandBuffer.DisableShaderKeyword CommandBuffer.DispatchCompute CommandBuffer.EnableShaderKeyword CommandBuffer.EndSample CommandBuffer.GetTemporaryRT CommandBuffer.GetTemporaryRTArray CommandBuffer.IssuePluginEvent CommandBuffer.ReleaseTemporaryRT CommandBuffer.SetComputeBufferData CommandBuffer.SetComputeBufferParam CommandBuffer.SetComputeFloatParam CommandBuffer.SetComputeFloatParams CommandBuffer.SetComputeIntParam CommandBuffer.SetComputeIntParams CommandBuffer.SetComputeMatrixArrayParam CommandBuffer.SetComputeMatrixParam CommandBuffer.SetComputeTextureParam CommandBuffer.SetComputeVectorParam CommandBuffer.SetComputeVectorArrayParam CommandBuffer.SetGlobalBuffer CommandBuffer.SetGlobalColor CommandBuffer.SetGlobalFloat CommandBuffer.SetGlobalFloatArray CommandBuffer.SetGlobalInt CommandBuffer.SetGlobalMatrix CommandBuffer.SetGlobalMatrixArray CommandBuffer.SetGlobalTexture CommandBuffer.SetGlobalVector CommandBuffer.SetGlobalVectorArray CommandBuffer.WaitOnGraphicsFence These commands are guaranteed to be executed on the same queue. If the target platform does not support async compute queues then Unity dispatches the work on the graphics queue.

See Also: SystemInfo.supportsAsyncCompute, GPUFence, CommandBuffer.

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