Used to manage synchronisation between tasks on async compute queues and the graphics queue.
Not all platforms support Graphics fences. See SystemInfo.supportsGraphicsFence.
A GraphicsFence represents a point during GPU processing after a specific compute shader dispatch or draw call has completed. It can be used to achieve synchronisation between tasks running on the async compute queues or the graphics queue by having one or more queues wait until a given fence has passed. This is an important consideration when working with async compute because the various tasks running at the same time on the graphics queue and the async compute queues are key to improving GPU performance.
GPUFences do not need to be used to synchronise a GPU task writing to a resource that will be read as an input by another. These resource dependencies are automatically handled by Unity.
GPUFences should be created via Graphics.CreateGraphicsFence or CommandBuffer.CreateGraphicsFence. Attempting to use a GraphicsFence that has not been created via one of these functions will result in an exception.
It is possible to create circular dependencies using GraphicsFences that, if executed, would deadlock the GPU. Unity will detect such circular dependencies in the Editor and raise exceptions if any exist after calls to Graphics.CreateGraphicsFence, Graphics.WaitOnGraphicsFence, Graphics.ExecuteCommandBuffer, Graphics.ExecuteCommandBufferAsync, ScriptableRenderContext.ExecuteCommandBuffer, ScriptableRenderContext.ExecuteCommandBufferAsync.
See Also: SystemInfo.supportsGraphicsFence, Graphics.CreateGraphicsFence, Graphics.WaitOnGraphicsFence, CommandBuffer.CreateGraphicsFence, CommandBuffer.WaitOnAsyncGraphicsFence, Graphics.ExecuteCommandBuffer, Graphics.ExecuteCommandBufferAsync, ScriptableRenderContext.ExecuteCommandBuffer, ScriptableRenderContext.ExecuteCommandBufferAsync.
passed | Determines whether the GraphicsFence has passed.Allows the CPU to determine whether the GPU has passed the point in its processing represented by the GraphicsFence. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.