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); }