GraphicsBuffer can be used as an append-consume buffer.
使缓冲区能够被视为计算着色器中的堆栈。映射到 HLSL 中的 AppendStructuredBuffer<T>
或 ConsumeStructuredBuffer<T>
。
When you construct a GraphicsBuffer of this type, the value of stride
must match the stride of the corresponding StructuredBuffer struct type in your HLSL code. It must also be a multiple of 4, and less than 2048.
See Microsoft's HLSL documentation on AppendStructuredBuffer and ConsumeStructuredBuffer.
The buffer size value can be copied into another buffer using GraphicsBuffer.CopyCount, or explicitly reset with GraphicsBuffer.SetCounterValue.
Additional resources: GraphicsBuffer, ComputeShader, Material.SetBuffer.
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