IntPtr 指向底层图形 API 缓冲区的指针。
获取指向该缓冲区的原生(底层图形 API)指针。
使用此函数可获取与图形缓冲区/对应的指针句柄,因为它
以原生图形 API 表示。这可用于通过原生代码插件
启用图形缓冲区数据操作。
注意:使用 Unity API 修改缓冲区数据时,会更改基础图形 API 原生指针。调用 GetNativeBufferPtr 可获取新的原生指针。
返回的数据的类型取决于基础图形 API:D3D11 上是 ID3D11Buffer,
D3D12 上是 ID3D12Resource,OpenGL/ES 上是缓冲区 "name"(如 GLuint),在 Metal 上是 MTLBuffer。
注意,在使用多线程渲染时调用此函数将
与正在渲染的线程(慢速操作)同步,因此最佳做法是仅在初始化时
设置所需的缓冲区指针。
另请参阅:Native code plugins。
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.