Version: 2023.1
LanguageEnglish
  • C#

AsyncGPUReadback.RequestIntoNativeArrayAsync

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static Awaitable<AsyncGPUReadbackRequest> RequestIntoNativeArrayAsync(ref NativeArray<T> output, Texture src, int mipIndex);

Declaration

public static Awaitable<AsyncGPUReadbackRequest> RequestIntoNativeArrayAsync(ref NativeArray<T> output, Texture src, int mipIndex, TextureFormat dstFormat);

Declaration

public static Awaitable<AsyncGPUReadbackRequest> RequestIntoNativeArrayAsync(ref NativeArray<T> output, Texture src, int mipIndex, Experimental.Rendering.GraphicsFormat dstFormat);

Declaration

public static Awaitable<AsyncGPUReadbackRequest> RequestIntoNativeArrayAsync(ref NativeArray<T> output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, TextureFormat dstFormat);

Declaration

public static Awaitable<AsyncGPUReadbackRequest> RequestIntoNativeArrayAsync(ref NativeArray<T> output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, Experimental.Rendering.GraphicsFormat dstFormat);

Parameters

output Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete.
src The Texture resource to read the data from.
mipIndex The index of the mipmap to fetch.
dstFormat The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU.
x The starting x-coordinate, in pixels, of the Texture data to fetch.
width The width, in pixels, of the Texture data to fetch.
y The starting y-coordinate, in pixels, of the Texture data to fetch.
height The height, in pixels, of the Texture data to fetch.
z The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer.
depth The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve.

Description

Retrieves data asynchronously from a GPU Texture resource.


Declaration

public static Awaitable<AsyncGPUReadbackRequest> RequestIntoNativeArrayAsync(ref NativeArray<T> output, ComputeBuffer src);

Declaration

public static Awaitable<AsyncGPUReadbackRequest> RequestIntoNativeArrayAsync(ref NativeArray<T> output, ComputeBuffer src, int size, int offset);

Declaration

public static Awaitable<AsyncGPUReadbackRequest> RequestIntoNativeArrayAsync(ref NativeArray<T> output, GraphicsBuffer src);

Declaration

public static Awaitable<AsyncGPUReadbackRequest> RequestIntoNativeArrayAsync(ref NativeArray<T> output, GraphicsBuffer src, int size, int offset);

Parameters

output Reference to the NativeArray to write the data into. The NativeArray or underlying memory cannot be Disposed until the request is complete.
src The GraphicsBuffer to read the data from.
size The size, in bytes, of the data to retrieve from the GraphicsBuffer.
offset Offset in bytes in the GraphicsBuffer.

Description

Retrieves data asynchronously from a GPU Graphics Buffer resource.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961