Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

SynchronisationStageFlags

enumeration

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Describes the various stages of GPU processing against which the GraphicsFence can be set and waited against.

The enum values can be combined; for example, a GraphicsFence created with SynchronisationStageFlags.VertexProcessing | SynchronisationStageFlags.ComputeProcessing flags would complete once all previous draw calls have completed their vertex shaders and all previous compute shader dispatches have completed.

Properties

VertexProcessingAll aspects of vertex processing in the GPU.
PixelProcessingAll aspects of pixel processing in the GPU.
ComputeProcessingAll compute shader dispatch operations.
AllGPUOperationsAll previous GPU operations (vertex, pixel and compute).