用于管理异步计算队列和图形队列上的任务之间的同步。
Not all platforms support graphics fences. See SystemInfo.supportsGraphicsFence.
GraphicsFence 表示 GPU 处理过程中的一个点,位于某个特定计算着色器分发或绘制调用完成之后。可用于实现异步计算队列或图形队列上运行的任务之间的同步,方法是让一个或多个队列等待,直到通过给定栅栏。在使用异步计算时,这一点非常重要,因为提高 GPU 性能的关键在于各种任务可在图形队列和异步计算队列上同时运行。
You don't need to use a graphics fence to synchronise a GPU task writing to a resource and another GPU task reading the resource. Unity handles these resource dependencies automatically.
You must create a graphics fence using Graphics.CreateGraphicsFence or CommandBuffer.CreateGraphicsFence, otherwise Unity raises an exception.
It's possible to create circular dependencies that deadlock the GPU. Unity detects circular dependencies in the Editor, and raises exceptions if any dependencies exist after calls to the following:
Graphics.CreateGraphicsFence
Graphics.ExecuteCommandBuffer
Graphics.ExecuteCommandBufferAsync
ScriptableRenderContext.ExecuteCommandBuffer
ScriptableRenderContext.ExecuteCommandBufferAsync
See Also: CommandBuffer.WaitOnAsyncGraphicsFence, Graphics.ExecuteCommandBuffer, Graphics.ExecuteCommandBufferAsync, ScriptableRenderContext.ExecuteCommandBuffer, ScriptableRenderContext.ExecuteCommandBufferAsync.
passed | true if GPU execution has passed the processing point where you inserted the GraphicsFence, otherwise false. |