evt | The point during the graphics processing at which this command buffer should commence on the GPU. |
buffer | The buffer to execute. |
queueType | The desired async compute queue type to execute the buffer on. |
shadowPassMask | A mask specifying which shadow passes to execute the buffer for. |
Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point.
Execute an async compute command buffer on the GPU when the graphics queues processing reaches a point described by the evt parameter.
Multiple command buffers can be set to execute at the same light event (or even the same buffer can be added multiple times). To remove a command buffer from execution, use RemoveCommandBuffer.
Passing a shadow pass mask allows detailed control over which shadow passes will execute the buffer.
The command buffer can only call the following commands for execution on the async compute queues, otherwise an error is logged and displayed in the Editor window:
CommandBuffer.BeginSample
CommandBuffer.BuildRayTracingAccelerationStructure
CommandBuffer.CopyCounterValue
CommandBuffer.CopyTexture
CommandBuffer.CreateGPUFence
CommandBuffer.DispatchCompute
CommandBuffer.EndSample
CommandBuffer.IssuePluginEvent
CommandBuffer.SetComputeBufferParam
CommandBuffer.SetComputeFloatParam
CommandBuffer.SetComputeFloatParams
CommandBuffer.SetComputeTextureParam
CommandBuffer.SetComputeVectorParam
CommandBuffer.WaitOnGPUFence
All of the commands within the buffer are guaranteed to be executed on the same queue. If the target platform does not support async compute queues then the work is dispatched on the graphics queue.
Additional resources:GPUFence, SystemInfo.supportsAsyncCompute, CommandBuffer, RemoveCommandBuffer, GetCommandBuffers.