Assets/Plugins/Unity.DSPGraph/Runtime/DSPCommandBlock.cs
/// <summary>
/// Completes the DSPCommandBlock and sends it for asynchronous atomic handling by the DSPGraph. Once this is called, the DSPCommandBlock is disposed and cannot be used again.
/// </summary>
Completes the DSPCommandBlock and sends it for asynchronous atomic handling by the DSPGraph. Once this is called, the DSPCommandBlock is disposed and cannot be used again.
Completes the DSPCommandBlock and sends it for asynchronous atomic handling by the DSPGraph . Once this is called the DSPCommandBlock is disposed and cannot be used again .
public void Complete()
        {
            if (!m_Commands.Valid)
                return;
            QueueCommand(new CompleteCommand
            {
                m_Type = DSPCommandType.Complete,
                m_Graph = m_Graph,
                m_Handle = m_Handle,
            });
            m_Graph.ScheduleCommandBuffer(m_Commands);
            m_Commands.Dispose();
            m_Commands = default;
        }
public void Complete ( ) { if ( ! m_Commands . Valid ) return ; QueueCommand ( new CompleteCommand { m_Type = DSPCommandType . Complete , m_Graph = m_Graph , m_Handle = m_Handle , } ) ; m_Graph . ScheduleCommandBuffer ( m_Commands ) ; m_Commands . Dispose ( ) ; m_Commands = default ; }
Completes the DSPCommandBlock and sends it for asynchronous atomic handling by the DSPGraph.
Completes the DSPCommandBlock and sends it for asynchronous atomic handling by the DSPGraph .