Version: 2022.3
言語: 日本語

AsyncGPUReadbackRequest

struct in UnityEngine.Rendering

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説明

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.

変数

depthWhen reading data from a ComputeBuffer, depth is 1, otherwise, the property takes the value of the requested depth from the texture.
doneChecks whether the request has been processed.
forcePlayerLoopUpdateIn the Editor, defines whether the Player loop is updated while the GPU request is in flight.
hasErrorThis property is true if the request has encountered an error.
heightWhen reading data from a ComputeBuffer, height is 1, otherwise, the property takes the value of the requested height from the texture.
layerCountNumber of layers in the current request.
layerDataSizeThe size in bytes of one layer of the readback data.
widthThe width of the requested GPU data.

Public 関数

GetDataFetches the data of a successful request.
UpdateTriggers an update of the request.
WaitForCompletionWaits for completion of the request.