Version: Unity 6 Preview (6000.0)
LanguageEnglish
  • C#

RadeonRaysContext.ReadBuffer

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public void ReadBuffer(BufferSlice<T> src, NativeArray<T> dst);

Declaration

public void ReadBuffer(BufferSlice<T> src, NativeArray<T> dst, LightTransport.EventID id);

Parameters

src The buffer slice to read from.
dst 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.
id The ID of the event to use to track completion of the read.

Description

Read contents of a buffer from the context.

The memory that the BufferSlice<T0> points to can be transferred into a NativeArray<T0>. This is an asynchronous operation. Pass an EventID created with IDeviceContext.CreateEvent to track the completion status, if desired. This method returns immediately after enqueuing the command in the context.

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.

          IDeviceContext ctx = new RadeonRaysContext();
ctx.Initialize();
uint length = 8;
var input = new NativeArray<byte>((int)length, Allocator.Persistent);
for (int i = 0; i < length; ++i)
    input[i] = (byte)i;
var output = new NativeArray<byte>((int)length, Allocator.Persistent);
BufferID id = ctx.CreateBuffer(8);
var writeEvent = ctx.CreateEvent();
ctx.WriteBuffer(id.Slice<byte>(), input, writeEvent);
var readEvent = ctx.CreateEvent();
ctx.ReadBuffer(id.Slice<byte>(), output, readEvent);
bool flushOk = ctx.Flush();
Assert.IsTrue(flushOk);
bool eventOk = ctx.Wait(writeEvent);
Assert.IsTrue(eventOk);

// Contents of the buffer is now available in the CPU side memory array output.

input.Dispose(); Assert.IsTrue(ctx.IsCompleted(readEvent)); ctx.DestroyEvent(readEvent); ctx.DestroyEvent(writeEvent); ctx.DestroyBuffer(id); for (int i = 0; i < length; ++i) Assert.AreEqual((byte)i, output[i]); output.Dispose(); ctx.Dispose();

How to read back a buffer.