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Unity Engine


GraphicsBufferHandle

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

public readonly struct GraphicsBufferHandle : IEquatable<GraphicsBufferHandle>

Remarks

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.

Fields

Value

Description

valueThe integer value of this
GraphicsBufferHandle
.

Methods

Method

Description

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.