class in UnityEngine
/
Implemented in:UnityEngine.CoreModule
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
CloseGPU graphics data buffer, for working with geometry or compute shader data.
ComputeShader programs often need to read or write arbitrary data from or to memory buffers, and some rendering algorithms need a lower level access or control over geometry data than what is provided by the Mesh class. You can use GraphicsBuffer
for these cases. You create the buffers from C# scripts, and then fill them with data using either C# scripts or compute shader programs.
A graphics buffer is similar to an array in C#, in that it has a number of elements (count) of the same size (stride). You must supply the intended buffer usage (target) when you create a GraphicsBuffer; for example, you must pass GraphicsBuffer.Target.Index for the buffer to be usable as a geometry index buffer.
When you have finished working with the buffer, you must manually release the GPU memory. You can do this using C# dispose pattern, or by calling Release.
Additional resources: Graphics.RenderPrimitivesIndexed, Graphics.RenderPrimitivesIndexedIndirect, Graphics.CopyBuffer, ComputeShader, Shader.SetGlobalBuffer, Material.SetBuffer.
bufferHandle | The internal handle of this GraphicsBuffer. Only valid until the buffer is disposed of. (Read Only) |
count | Number of elements in the buffer (Read Only). |
name | The debug label for the graphics buffer (setter only). |
stride | Size of one element in the buffer. For index buffers, this must be either 2 or 4 bytes (Read Only). |
target | Target, which specifies the intended target(s) of this GraphicsBuffer (Read Only). |
usageFlags | The flags that specify how this GraphicsBuffer can be used or updated (Read Only). |
GraphicsBuffer | Create a Graphics Buffer. |
GetData | Read data values from the buffer into an array. The array can only use blittable types. |
GetNativeBufferPtr | Retrieve a native (underlying graphics API) pointer to the buffer. |
IsValid | Returns true if this graphics buffer is valid, or false otherwise. |
LockBufferForWrite | Begins a write operation to the buffer |
Release | Release a Graphics Buffer. |
SetCounterValue | Sets counter value of append/consume buffer. |
SetData | Set the buffer with values from an array. |
UnlockBufferAfterWrite | Ends a write operation to the buffer |
CopyCount | Copy the counter value of a GraphicsBuffer into another buffer. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.