Version: Unity 6.5 Alpha (6000.5)
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AsyncGPUReadback.RequestIntoNativeArray

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Declaration

public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray(ref Unity.Collections.NativeArray<T> output, Texture src, Int32 mipIndex, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback);

Declaration

public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray(ref Unity.Collections.NativeArray<T> output, Texture src, Int32 mipIndex, TextureFormat dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback);

Declaration

public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray(ref Unity.Collections.NativeArray<T> output, Texture src, Int32 mipIndex, UnityEngine.Experimental.Rendering.GraphicsFormat dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback);

Declaration

public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray(ref Unity.Collections.NativeArray<T> output, Texture src, Int32 mipIndex, Int32 x, Int32 width, Int32 y, Int32 height, Int32 z, Int32 depth, TextureFormat dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback);

Declaration

public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray(ref Unity.Collections.NativeArray<T> output, Texture src, Int32 mipIndex, Int32 x, Int32 width, Int32 y, Int32 height, Int32 z, Int32 depth, UnityEngine.Experimental.Rendering.GraphicsFormat dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback);

Parameters

Parameter Description
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.
callback An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action.

Returns

Rendering.AsyncGPUReadbackRequest Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error.

Description

Retrieves data asynchronously from a GPU Texture resource.

If the return value is a request with an error, calling AsyncGPUReadbackRequest.hasError returns true.

For texture data, the extents are checked against the size of the source texture. If graphics QualitySettings are set low enough to generate reduced size textures, then the reduced size must be requested. Use QualitySettings.masterTextureLimit to adjust the width and height (and x,y if required), by bit shifting right.

For texture data, use the SystemInfo.IsFormatSupported method with the Experimental.Rendering.GraphicsFormatUsage.ReadPixels flag to query if the format is supported.


Declaration

public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray(ref Unity.Collections.NativeArray<T> output, ComputeBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback);

Declaration

public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray(ref Unity.Collections.NativeArray<T> output, ComputeBuffer src, Int32 size, Int32 offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback);

Declaration

public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray(ref Unity.Collections.NativeArray<T> output, GraphicsBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback);

Declaration

public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray(ref Unity.Collections.NativeArray<T> output, GraphicsBuffer src, Int32 size, Int32 offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback);

Parameters

Parameter Description
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.
callback An optional delegate System.Action to call after Unity completes the request. When Unity calls the delegate, it passes the completed request as a parameter to the System.Action.

Returns

Rendering.AsyncGPUReadbackRequest Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error.

Description

Retrieves data asynchronously from a GPU Graphics Buffer resource.

If the return value is a request with an error, calling AsyncGPUReadbackRequest.hasError returns true.

For texture data, the extents are checked against the size of the source texture. If graphics QualitySettings are set low enough to generate reduced size textures, then the reduced size must be requested. Use QualitySettings.masterTextureLimit to adjust the width and height (and x,y if required), by bit shifting right.

For texture data, use the SystemInfo.IsFormatSupported method with the Experimental.Rendering.GraphicsFormatUsage.ReadPixels flag to query if the format is supported.