Class Fence
A synchronization primitive which allows the GPU to communicate when submitted work items have finished executing.
Inheritance
System.Object
Fence
Inherited Members
System.Object.ToString()
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
Namespace: Veldrid
Assembly: cs.temp.dll.dll
Syntax
public abstract class Fence : DeviceResource, IDisposable
Properties
IsDisposed
A bool indicating whether this instance has been disposed.
Declaration
public abstract bool IsDisposed { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Name
A string identifying this instance. Can be used to differentiate between objects in graphics debuggers and other tools.
Declaration
public abstract string Name { get; set; }
Property Value
Type | Description |
---|---|
System.String |
Signaled
Gets a value indicating whether the Fence is currently signaled. A Fence is signaled after a CommandList finishes execution after it was submitted with a Fence instance.
Declaration
public abstract bool Signaled { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
Methods
Dispose()
Frees unmanaged device resources controlled by this instance.
Declaration
public abstract void Dispose()
Reset()
Sets this instance to the unsignaled state.
Declaration
public abstract void Reset()
Implements
System.IDisposable