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Unity - Scripting API: Light.AddCommandBufferAsync
Version: Unity 6.5 (6000.5)
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    Light.AddCommandBufferAsync

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    Declaration

    public void AddCommandBufferAsync(LightEvent evt, CommandBuffer buffer, ComputeQueueType queueType);

    Declaration

    public void AddCommandBufferAsync(LightEvent evt, CommandBuffer buffer, ShadowMapPass shadowPassMask, ComputeQueueType queueType);

    Parameters

    Parameter Description
    evt The point during the graphics processing at which this command buffer should commence on the GPU.
    buffer The buffer to execute.
    queueType The desired async compute queue type to execute the buffer on.
    shadowPassMask A mask specifying which shadow passes to execute the buffer for.

    Description

    Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point.

    Execute an async compute command buffer on the GPU when the graphics queues processing reaches a point described by the evt parameter.

    Multiple command buffers can be set to execute at the same light event (or even the same buffer can be added multiple times). To remove a command buffer from execution, use RemoveCommandBuffer.

    Important: This API is compatible only with the Built-In Render Pipeline.

    Passing a shadow pass mask allows detailed control over which shadow passes will execute the buffer.

    The command buffer can only call the following commands for execution on the async compute queues, otherwise an error is logged and displayed in the Editor window:

    CommandBuffer.BeginSample

    CommandBuffer.BuildRayTracingAccelerationStructure

    CommandBuffer.CopyCounterValue

    CommandBuffer.CopyTexture

    CommandBuffer.CreateGPUFence

    CommandBuffer.DispatchCompute

    CommandBuffer.EndSample

    CommandBuffer.IssuePluginEvent

    CommandBuffer.SetComputeBufferParam

    CommandBuffer.SetComputeFloatParam

    CommandBuffer.SetComputeFloatParams

    CommandBuffer.SetComputeTextureParam

    CommandBuffer.SetComputeVectorParam

    CommandBuffer.WaitOnGPUFence

    All of the commands within the buffer are guaranteed to be executed on the same queue. If the target platform does not support async compute queues then the work is dispatched on the graphics queue.

    Additional resources:GPUFence, SystemInfo.supportsAsyncCompute, CommandBuffer, RemoveCommandBuffer, GetCommandBuffers.


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