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);
        }