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Question by Marco_Stone · Sep 16, 2019 at 10:09 AM · graphicssynchronizationgpucpu

CPU GraphicsFence synchronization

I am trying to fill a ComputeBuffer with a fragment shader. Which is working as intended. And then I want to use that buffer to check which objects are visible on the CPU so that I can submit only the draw calls for the objects that really do get rendered.

I saw in the documentation that only GPU Fences are supported as of right now. And also only PS4? However, Debug.Log(SystemInfo.supportsGraphicsFence) will also return true if the Vulkan Graphics API is in use. But using the passed property still throws an exception that it's not supported. ( while (!myGraphicsFence.passed) ; )

Is there another way to sync a ComputeBuffer/RWTexture1D? Or is there an ETA for when GraphicsFences will support the CPU? Any help would be hugely appreciated!

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