CommandBuffer.RequestAsyncReadbackIntoNativeArray

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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);

Parameters

outputReference to a NativeArray to write the data into.
srcThe 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.
yThe starting y-coordinate, 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.
widthThe width, in pixels, of the Texture data to fetch.
heightThe height, in pixels, of the Texture data to fetch.
depthThe depth, in pixels of the Texture3D to fetch. For TextureCube, Texture2DArray, and TextureCubeArray, this is the number of layers to retrieve.
callbackA 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.

Description

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);

Parameters

outputReference to a NativeArray to write the data into.
srcThe resource to read the data from.
sizeThe size, in bytes, of the data to retrieve from the ComputeBuffer or GraphicsBuffer.
offsetThe offset in bytes in the ComputeBuffer or GraphicsBuffer.
callbackA 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.

Description

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