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.
|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.|
|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.|
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