struct in UnityEngine.Rendering
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Represents an asynchronous request for a GPU resource.
Use AsyncGPUReadback.Request to retrieve an asynchronous request for a GPU resource. Pending requests are automatically updated each frame. The result is accessible only for a single frame once is successfully fulfilled and this request is then disposed of in the following frame. Common uses for this are to query AsyncGPUReadbackRequest.done each frame (or within a coroutine) and then call AsyncGPUReadbackRequest.GetData if the AsyncGPUReadbackRequest.hasError is false. You don't have to manage the request lifetime as this is managed internally. A request that has been disposed of will result in the AsyncGPUReadbackRequest.hasError property being true. See Also:AsyncGPUReadback.
|When reading data from a ComputeBuffer, depth is 1, otherwise, the property takes the value of the requested depth from the texture.
|Checks whether the request has been processed.
|This property is true if the request has encountered an error.
|When reading data from a ComputeBuffer, height is 1, otherwise, the property takes the value of the requested height from the texture.
|Number of layers in the current request.
|The size in bytes of one layer of the readback data.
|The width of the requested GPU data.