Version: 2018.1
public static void DrawProceduralIndirect (MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset= 0);

パラメーター

topologyプロシージャルジオメトリのトポロジー
bufferWithArgsDraw Arguments のバッファ
argsOffsetDraw argument があるバッファのバイトオフセット

説明

GPU に完全なプロシージャルジオメトリを描画します。

DrawProceduralIndirect does a draw call on the GPU, without any vertex or index buffers. The amount of geometry to draw is read from a ComputeBuffer. Typical use case is generating arbitrary amount of data from a ComputeShader and then rendering that, without requiring a readback to the CPU.

This is only useful on Shader Model 4.5 level hardware where shaders can read arbitrary data from ComputeBuffer buffers.

Buffer with arguments, bufferWithArgs, has to have four integer numbers at given argsOffset offset: vertex count per instance, instance count, start vertex location, start instance location. This very much maps to Direct3D11 DrawInstancedIndirect and equivalent functions on other graphics APIs. On OpenGL versions before 4.2 and all OpenGL ES versions that support indirect draw, the last argument is reserved and therefore must be zero.

この呼び出しは Graphics.DrawMeshNow のようにすぐに実行されることに注意してください。現在のレンダーターゲット設定と変換行列と現在のシェーダーパス設定を使用します。

CommandBuffers にも同様の機能があります。 CommandBuffer.DrawProceduralIndirect を参照してください。

See Also: Graphics.DrawProcedural, ComputeBuffer.CopyCount, SystemInfo.supportsComputeShaders.