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Unity Engine

Unity Engine

ReadBuffer

Read contents of a buffer from the context.
読み終わるまでの所要時間 2 分最終更新 1ヶ月前

Definition

ReadBuffer<T>(BufferSlice<T>, NativeArray<T>)

Read contents of a buffer from the context.
public void ReadBuffer<T>(BufferSlice<T> src, NativeArray<T> dst) where T : struct

Parameters

The buffer slice to read from.

The array in the CPU memory that the contents of the buffer should be written to. The array must remain valid until the read operation is complete. Related content: IDeviceContext.Wait.

Remarks

The memory that the buffer slice points to can be transferred into a NativeArray<T>. On the reference context this method is equivalent to ReferenceContext.GetNativeArray because they both finish the read immediately without the need for synchronization.
Note: EventID is single-use. Once an EventID has been passed to this function, it may not be passed to subsequent IDeviceContext.WriteBuffer or IDeviceContext.ReadBuffer calls. Doing so will result in undefined behavior.

ReadBuffer<T>(BufferSlice<T>, NativeArray<T>, EventID)

Read contents of a buffer from the context.
public void ReadBuffer<T>(BufferSlice<T> src, NativeArray<T> dst, EventID id) where T : struct

Parameters

The buffer slice to read from.

The array in the CPU memory that the contents of the buffer should be written to. The array must remain valid until the read operation is complete. Related content: IDeviceContext.Wait.

The ID of the event to use to track completion of the read.

Remarks

The memory that the buffer slice points to can be transferred into a NativeArray<T>. On the reference context this method is equivalent to ReferenceContext.GetNativeArray because they both finish the read immediately without the need for synchronization.
Note: EventID is single-use. Once an EventID has been passed to this function, it may not be passed to subsequent IDeviceContext.WriteBuffer or IDeviceContext.ReadBuffer calls. Doing so will result in undefined behavior.