Version: Unity 6 Beta (6000.0)
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  • C#

RadeonRaysContext.WriteBuffer

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Declaration

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

Parameters

dst ID of the buffer to write to.
src The array in the CPU memory that should be written to the buffer. The array must remain valid until the write operation is complete.

Returns

EventID ID of the write event.

Description

Write data into the memory buffer allocated by the context.

This is an asynchronous operation. Use the returned EventID to track the operation completion. The WriteBuffer 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;
BufferID id = ctx.CreateBuffer(8);
var writeEvent = ctx.WriteBuffer(id.Slice<byte>(), input);
bool flushOk = ctx.Flush();
Assert.IsTrue(flushOk);
bool eventOk = ctx.Wait(writeEvent);
Assert.IsTrue(eventOk);

// The contents of the input buffer has now been transferred into the buffer allocated by the context.

input.Dispose(); ctx.DestroyBuffer(id); ctx.Dispose();
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