output | 要将数据写入其中的 NativeArray 的引用。 |
src | 要从中读取数据的资源。 |
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. |
向命令缓冲区添加异步 GPU 回读请求命令。
output | 要将数据写入其中的 NativeArray 的引用。 |
src | 要从中读取数据的资源。 |
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. |
向命令缓冲区添加异步 GPU 回读请求命令。