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.
value | The integer value of this GraphicsBufferHandle. |