Game.Rendering.Utilities.ManagedStructuredBuffers`1
Assembly: Game
Namespace: Game.Rendering.Utilities
Type: class public
Base: System.Object
Implements: System.IDisposable
Code
public class ManagedStructuredBuffers<T> : System.IDisposable
{
private System.Int32 m_CurrFrame;
private System.Int32 m_CurrSize;
private System.Collections.Generic.List<UnityEngine.ComputeBuffer>[] m_UploadBuffers;
private System.Collections.Generic.List<UnityEngine.ComputeBuffer> m_ReuseBuffers;
private static const System.Int32 k_NumBufferedFrames;
public ManagedStructuredBuffers`1(System.Int32 InitialSize);
public System.Void Dispose();
public System.Void EndFrame();
private System.Void ReleaseBuffers(System.Int32 IgnoreIndex);
public UnityEngine.ComputeBuffer Request(System.Int32 AmountNeeded);
public System.Void StartFrame();
}
Fields
private System.Int32 m_CurrFrame
private System.Int32 m_CurrFrame;
private System.Int32 m_CurrSize
private System.Int32 m_CurrSize;
private System.Collections.Generic.List<UnityEngine.ComputeBuffer>[] m_UploadBuffers
private System.Collections.Generic.List<UnityEngine.ComputeBuffer>[] m_UploadBuffers;
private System.Collections.Generic.List<UnityEngine.ComputeBuffer> m_ReuseBuffers
private System.Collections.Generic.List<UnityEngine.ComputeBuffer> m_ReuseBuffers;
private static const System.Int32 k_NumBufferedFrames
private static const System.Int32 k_NumBufferedFrames;
Constructors
public ManagedStructuredBuffers
1(System.Int32 InitialSize)`
public ManagedStructuredBuffers`1(System.Int32 InitialSize);
Methods
public Dispose() : System.Void
public System.Void Dispose();
public EndFrame() : System.Void
public System.Void EndFrame();
private ReleaseBuffers(System.Int32 IgnoreIndex = -1) : System.Void
private System.Void ReleaseBuffers(System.Int32 IgnoreIndex);
public Request(System.Int32 AmountNeeded) : UnityEngine.ComputeBuffer
public UnityEngine.ComputeBuffer Request(System.Int32 AmountNeeded);
public StartFrame() : System.Void
public System.Void StartFrame();