| output | Reference to a NativeSlice to write the data into. |
| src | 要从中读取数据的资源。 |
| mipIndex | The index of the mipmap to fetch. |
| dstFormat | 数据的目标 TextureFormat。如果目标格式与 GPU 中存储的格式不同,则转换是自动进行的。 |
| x | The starting x-coordinate, in pixels, of the Texture data to fetch. |
| y | The starting y-coordinate, 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. |
| width | The width, in pixels, of the Texture data to fetch. |
| height | The height, in pixels, of the Texture data to fetch. |
| depth | The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve. |
| callback | A 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. |
向命令缓冲区添加异步 GPU 回读请求命令。
See Also: AsyncGPUReadback.RequestIntoNativeSlice.
| output | Reference to a NativeSlice to write the data into. |
| src | 要从中读取数据的资源。 |
| size | The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer. |
| offset | The offset in bytes in the ComputeBuffer or GraphicsBuffer. |
| callback | A 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. |
向命令缓冲区添加异步 GPU 回读请求命令。
See Also: AsyncGPUReadback.RequestIntoNativeSlice.