src | 要从中读取数据的资源。 |
size | Size in bytes of the data to be retrieved from the ComputeBuffer or GraphicsBuffer. |
offset | Offset in bytes in the ComputeBuffer or GraphicsBuffer. |
mipIndex | 要获取的 Mipmap 的索引。 |
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 | 要获取的纹理数据的起始 X 坐标(以像素为单位)。 |
width | 要获取的纹理数据的宽度(以像素为单位)。 |
y | 要获取的纹理数据的起始 Y 坐标(以像素为单位)。 |
height | 要获取的纹理数据的高度(以像素为单位)。 |
z | 正在获取的 Texture3D 的起始 Z 坐标(以像素为单位)。正在获取的 TextureCube、Texture2DArray 和 TextureCubeArray 的起始层索引。 |
depth | 正在获取的 Texture3D 的深度(以像素为单位)。TextureCube、TextureArray 和 TextureCubeArray 的层数。 |
callback | 完成请求后调用的可选委托 System.Action。完成的请求作为参数传递给 System.Action。 |
AsyncGPUReadbackRequest 返回 AsyncGPUReadbackRequest,可用于确定数据何时可用。否则,返回带有错误的请求。
从 GPU 资源中异步获取数据。
如果返回了带有错误的请求,则调用 AsyncGPUReadbackRequest.hasError 将返回 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 SystemInfo.IsFormatSupported with FormatUsage.ReadPixels to query if the format is supported.
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