Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

GraphicsBufferHandle

struct in UnityEngine

/

Implemented in:UnityEngine.CoreModule

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Description

Stores the internal handle of a GraphicsBuffer using a plain integer value.

The purpose of GraphicsBufferHandle is to represent a GraphicsBuffer using a struct which can be stored in unmanaged memory. This is necessary to interact with certain Unity APIs that may involve unsafe, Burst compatible code, and/or unmanaged memory such as NativeArray. For example, some parts of the BatchRendererGroup API use GraphicsBufferHandle to be able to set buffers from Burst compatible code.

Any GraphicsBufferHandle instances with the same value are completely equivalent to one another. A GraphicsBufferHandle can be manually constructed with any uint value that originates from a valid GraphicsBufferHandle.value. For example, you could store the value into a NativeArray<uint>, and later construct a new GraphicsBufferHandle with the same integer read from the array, and it would be equivalent to the original GraphicsBufferHandle.

A GraphicsBufferHandle is valid as long as the GraphicsBuffer it has been fetched from has not been disposed.

Properties

valueThe integer value of this GraphicsBufferHandle.

Public Methods

CompareToCompares this GraphicsBufferHandle with another to determine their relative positions in the sort order, according to their integer values.
EqualsChecks if this GraphicsBufferHandle and another are equal, based on their integer values.