public static void WaitOnGPUFence(GPUFence fence, [uei.DefaultValue("SynchronisationStage.VertexProcessing")]  SynchronisationStage stage)
        {
            fence.Validate();

            if (fence.IsFencePending())
            {
                WaitOnGPUFence_Internal(fence.m_Ptr, stage);
            }
        }
        public static GPUFence CreateGPUFence([uei.DefaultValue("SynchronisationStage.PixelProcessing")] SynchronisationStage stage)
        {
            GPUFence newFence = new GPUFence();

            newFence.m_Ptr = Internal_CreateGPUFence(stage);
            newFence.InitPostAllocation();
            newFence.Validate();
            return(newFence);
        }
    public static int constructor(IntPtr l)
    {
        int result;

        try
        {
            GPUFence gpufence = default(GPUFence);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, gpufence);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
Beispiel #4
0
 [UnityEngine.Internal.ExcludeFromDocs] public static void WaitOnGPUFence(GPUFence fence)
 {
 }
Beispiel #5
0
 public static void WaitOnGPUFence(GPUFence fence, [UnityEngine.Internal.DefaultValue("UnityEngine.Rendering.SynchronisationStage.PixelProcessing")] SynchronisationStage stage)
 {
 }
        public static void WaitOnGPUFence(GPUFence fence)
        {
            SynchronisationStage stage = SynchronisationStage.VertexProcessing;

            WaitOnGPUFence(fence, stage);
        }