private static IntPtr Internal_CreateGPUFence(SynchronisationStage stage) { IntPtr result; INTERNAL_CALL_Internal_CreateGPUFence(stage, out result); return(result); }
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 GPUFence CreateGPUFence(SynchronisationStage stage) { GPUFence newFence = new GPUFence(); newFence.m_Ptr = CreateGPUFence_Internal(stage); newFence.InitPostAllocation(); newFence.Validate(); return(newFence); }
public static void WaitOnGPUFence(GPUFence fence, [uei.DefaultValue("SynchronisationStage.VertexProcessing")] SynchronisationStage stage) { fence.Validate(); if (fence.IsFencePending()) { WaitOnGPUFence_Internal(fence.m_Ptr, stage); } }
public void WaitOnGPUFence(GPUFence fence, SynchronisationStage stage) { fence.Validate(); //Don't wait on a fence that's already known to have passed if (fence.IsFencePending()) { WaitOnGPUFence_Internal(fence.m_Ptr, stage); } }
extern private void WaitOnGPUFence_Internal(IntPtr fencePtr, SynchronisationStage stage);
extern private IntPtr CreateGPUFence_Internal(SynchronisationStage stage);
public void WaitOnGPUFence(GPUFence fence, SynchronisationStage stage) { }
public GPUFence CreateGPUFence(SynchronisationStage stage) { return(new GPUFence()); }
internal static SynchronisationStageFlags TranslateSynchronizationStageToFlags(SynchronisationStage s) { return((s == SynchronisationStage.VertexProcessing) ? SynchronisationStageFlags.VertexProcessing : SynchronisationStageFlags.PixelProcessing); }
public GraphicsFence CreateAsyncGraphicsFence(SynchronisationStage stage) { return(CreateGraphicsFence(GraphicsFenceType.AsyncQueueSynchronisation, GraphicsFence.TranslateSynchronizationStageToFlags(stage))); }
public static void WaitOnGPUFence(GPUFence fence) { SynchronisationStage stage = SynchronisationStage.VertexProcessing; WaitOnGPUFence(fence, stage); }
private extern static void INTERNAL_CALL_Internal_CreateGPUFence(SynchronisationStage stage, out IntPtr value);
extern private static IntPtr CreateGPUFenceImpl(SynchronisationStage stage);
public static GPUFence CreateGPUFence([UnityEngine.Internal.DefaultValue("UnityEngine.Rendering.SynchronisationStage.PixelProcessing")] SynchronisationStage stage) { return(new GPUFence()); }
extern private static void WaitOnGPUFenceImpl(IntPtr fencePtr, SynchronisationStage stage);
public static void WaitOnGPUFence(GPUFence fence, [UnityEngine.Internal.DefaultValue("UnityEngine.Rendering.SynchronisationStage.PixelProcessing")] SynchronisationStage stage) { }
public void WaitOnAsyncGraphicsFence(GraphicsFence fence, SynchronisationStage stage) { WaitOnAsyncGraphicsFence(fence, GraphicsFence.TranslateSynchronizationStageToFlags(stage)); }
public static GPUFence CreateGPUFence() { SynchronisationStage stage = SynchronisationStage.PixelProcessing; return(CreateGPUFence(stage)); }