Version: Unity 6 Beta (6000.0)
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  • C#

RadeonRaysContext.ReadBuffer

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Declaration

public LightTransport.EventID ReadBuffer(BufferSlice<T> src, NativeArray<T> dst);

Parameters

src The buffer slice to read from.
dst The array in the CPU memory that the contents of the buffer should be written to. The array must remain valid until the read operation is complete. Related content: IDeviceContext.Wait.

Returns

EventID ID of the read event.

Description

Read contents of a buffer from the context.

The memory that the BufferSlice<T0> points to can be transferred into a NativeArray<T0>. This is an asynchronous operation. Use the returned EventID to track the completion status. This method returns immediately after enqueuing the command in the context.

          IDeviceContext ctx = new RadeonRaysContext();
ctx.Initialize();
uint length = 8;
var input = new NativeArray<byte>((int)length, Allocator.Persistent);
for (int i = 0; i < length; ++i)
    input[i] = (byte)i;
var output = new NativeArray<byte>((int)length, Allocator.Persistent);
BufferID id = ctx.CreateBuffer(8);
var writeEvent = ctx.WriteBuffer(id.Slice<byte>(), input);
var readEvent = ctx.ReadBuffer(id.Slice<byte>(), output);
bool flushOk = ctx.Flush();
Assert.IsTrue(flushOk);
bool eventOk = ctx.Wait(writeEvent);
Assert.IsTrue(eventOk);

// Contents of the buffer is now available in the CPU side memory array output.

input.Dispose(); Assert.IsTrue(ctx.IsCompleted(readEvent)); ctx.DestroyBuffer(id); for (int i = 0; i < length; ++i) Assert.AreEqual((byte)i, output[i]); output.Dispose(); ctx.Dispose();

How to read back a buffer.

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