Version: 2023.1
言語: 日本語

CommandBuffer.RequestAsyncReadbackIntoNativeArray

マニュアルに切り替える
public void RequestAsyncReadbackIntoNativeArray (ref NativeArray<T> output, Texture src, Action<AsyncGPUReadbackRequest> callback);
public void RequestAsyncReadbackIntoNativeArray (ref NativeArray<T> output, Texture src, int mipIndex, Action<AsyncGPUReadbackRequest> callback);
public void RequestAsyncReadbackIntoNativeArray (ref NativeArray<T> output, Texture src, int mipIndex, TextureFormat dstFormat, Action<AsyncGPUReadbackRequest> callback);
public void RequestAsyncReadbackIntoNativeArray (ref NativeArray<T> output, Texture src, int mipIndex, Experimental.Rendering.GraphicsFormat dstFormat, Action<AsyncGPUReadbackRequest> callback);
public void RequestAsyncReadbackIntoNativeArray (ref NativeArray<T> output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, Action<AsyncGPUReadbackRequest> callback);
public void RequestAsyncReadbackIntoNativeArray (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 void RequestAsyncReadbackIntoNativeArray (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);

パラメーター

output Reference to a NativeArray to write the data into.
src The resource to read the data from.
mipIndex The index of the mipmap to fetch.
dstFormat The target TextureFormat of the data. Conversion happens automatically if this format is different from the format stored on the GPU.
x The starting x-coordinate, in pixels, of the Texture data to fetch.
y The starting y-coordinate, in pixels, of the Texture data to fetch.
z The starting z-coordinate, in pixels, of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the index of the start layer.
width The width, in pixels, of the Texture data to fetch.
height The height, in pixels, of the Texture data to fetch.
depth The depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve.
callback A 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.

説明

Adds an asynchonous GPU readback request command to the command buffer.


public void RequestAsyncReadbackIntoNativeArray (ref NativeArray<T> output, ComputeBuffer src, Action<AsyncGPUReadbackRequest> callback);
public void RequestAsyncReadbackIntoNativeArray (ref NativeArray<T> output, ComputeBuffer src, int size, int offset, Action<AsyncGPUReadbackRequest> callback);
public void RequestAsyncReadbackIntoNativeArray (ref NativeArray<T> output, GraphicsBuffer src, Action<AsyncGPUReadbackRequest> callback);
public void RequestAsyncReadbackIntoNativeArray (ref NativeArray<T> output, GraphicsBuffer src, int size, int offset, Action<AsyncGPUReadbackRequest> callback);

パラメーター

output Reference to a NativeArray to write the data into.
src The resource to read the data from.
size The size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer.
offset The offset in bytes in the ComputeBuffer or GraphicsBuffer.
callback A 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.

説明

Adds an asynchonous GPU readback request command to the command buffer.