AsyncGPUReadback.RequestIntoNativeArray

Cambiar al Manual
public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray (ref NativeArray<T> output, Texture src, int mipIndex, Action<AsyncGPUReadbackRequest> callback);
public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray (ref NativeArray<T> output, Texture src, int mipIndex, TextureFormat dstFormat, Action<AsyncGPUReadbackRequest> callback);
public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray (ref NativeArray<T> output, Texture src, int mipIndex, Experimental.Rendering.GraphicsFormat dstFormat, Action<AsyncGPUReadbackRequest> callback);
public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray (ref NativeArray<T> output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, TextureFormat dstFormat, Action<AsyncGPUReadbackRequest> callback);
public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray (ref NativeArray<T> output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, Experimental.Rendering.GraphicsFormat dstFormat, Action<AsyncGPUReadbackRequest> callback);

Parámetros

outputReference to the NativeArray to write the data into.
srcThe Texture resource to read the data from.
mipIndexThe index of the mipmap to fetch.
dstFormatThe target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU.
xThe starting x-coordinate, in pixels, of the Texture data to fetch.
widthThe width, in pixels, of the Texture data to fetch.
yThe starting y-coordinate, in pixels, of the Texture data to fetch.
heightThe height, in pixels, of the Texture data to fetch.
zThe starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer.
depthThe depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve.
callbackAn optional 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.

Valor de retorno

AsyncGPUReadbackRequest Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error.

Descripción

Retrieves data asynchronously from a GPU Texture resource.

If the return value is a request with an error, calling AsyncGPUReadbackRequest.hasError returns 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.


public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray (ref NativeArray<T> output, ComputeBuffer src, Action<AsyncGPUReadbackRequest> callback);
public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray (ref NativeArray<T> output, ComputeBuffer src, int size, int offset, Action<AsyncGPUReadbackRequest> callback);
public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray (ref NativeArray<T> output, GraphicsBuffer src, Action<AsyncGPUReadbackRequest> callback);
public static Rendering.AsyncGPUReadbackRequest RequestIntoNativeArray (ref NativeArray<T> output, GraphicsBuffer src, int size, int offset, Action<AsyncGPUReadbackRequest> callback);

Parámetros

outputReference to the NativeArray to write the data into.
srcThe GraphicsBuffer to read the data from.
sizeThe size, in bytes, of the data to retrieve from the GraphicsBuffer.
offsetOffset in bytes in the GraphicsBuffer.
callbackAn optional 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.

Valor de retorno

AsyncGPUReadbackRequest Returns an AsyncGPUReadbackRequest that you can use to determine when the data is available. Otherwise, returns a request with an error.

Descripción

Retrieves data asynchronously from a GPU Graphics Buffer resource.

If the return value is a request with an error, calling AsyncGPUReadbackRequest.hasError returns 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.