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.
depth | When reading data from a ComputeBuffer, depth is 1, otherwise, the property takes the value of the requested depth from the texture. |
done | Checks whether the request has been processed. |
forcePlayerLoopUpdate | In the Editor, defines whether the Player loop is updated while the GPU request is in flight. |
hasError | This property is true if the request has encountered an error. |
height | When reading data from a ComputeBuffer, height is 1, otherwise, the property takes the value of the requested height from the texture. |
layerCount | Number of layers in the current request. |
layerDataSize | The size in bytes of one layer of the readback data. |
width | The width of the requested GPU data. |
GetData | Fetches the data of a successful request. |
Update | Triggers an update of the request. |
WaitForCompletion | Waits for completion of the request. |