Game.Simulation.SurfaceDataReader+Game.Simulation.CopyWaterValues_00005ABA$PostfixBurstDelegate
Assembly: Game
Namespace: Game.Simulation
Type: class sealed public
Base: System.MulticastDelegate
Implements: System.ICloneable
, System.Runtime.Serialization.ISerializable
Code
public sealed class CopyWaterValues_00005ABA$PostfixBurstDelegate : System.MulticastDelegate, System.ICloneable, System.Runtime.Serialization.ISerializable
{
public CopyWaterValues_00005ABA$PostfixBurstDelegate(System.Object , System.IntPtr );
public virtual System.IAsyncResult BeginInvoke(UnityEngine.Rendering.AsyncGPUReadbackRequest& asyncReadback, Unity.Collections.NativeArray`1[[Game.Simulation.SurfaceWater, Game, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& cpu, Unity.Collections.NativeArray`1[[Unity.Mathematics.float4, Unity.Mathematics, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& cpuTemp, Unity.Jobs.JobHandle& readers, Unity.Mathematics.int2& texSize, System.Boolean& pendingReadback, System.Int32 readbackDistribution, System.Int32 readbackIndex, System.AsyncCallback , System.Object );
public virtual System.Void EndInvoke(System.IAsyncResult );
public virtual System.Void Invoke(UnityEngine.Rendering.AsyncGPUReadbackRequest& asyncReadback, Unity.Collections.NativeArray`1[[Game.Simulation.SurfaceWater, Game, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& cpu, Unity.Collections.NativeArray`1[[Unity.Mathematics.float4, Unity.Mathematics, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& cpuTemp, Unity.Jobs.JobHandle& readers, Unity.Mathematics.int2& texSize, System.Boolean& pendingReadback, System.Int32 readbackDistribution, System.Int32 readbackIndex);
}
Constructors
public CopyWaterValues_00005ABA$PostfixBurstDelegate(System.Object , System.IntPtr )
public CopyWaterValues_00005ABA$PostfixBurstDelegate(System.Object , System.IntPtr );
Methods
public virtual BeginInvoke(UnityEngine.Rendering.AsyncGPUReadbackRequest& asyncReadback, Unity.Collections.NativeArray
1[[Game.Simulation.SurfaceWater, Game, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& cpu, Unity.Collections.NativeArray1[[Unity.Mathematics.float4, Unity.Mathematics, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& cpuTemp, Unity.Jobs.JobHandle& readers, Unity.Mathematics.int2& texSize, System.Boolean& pendingReadback, System.Int32 readbackDistribution, System.Int32 readbackIndex, System.AsyncCallback , System.Object ) : System.IAsyncResult
public virtual System.IAsyncResult BeginInvoke(UnityEngine.Rendering.AsyncGPUReadbackRequest& asyncReadback, Unity.Collections.NativeArray`1[[Game.Simulation.SurfaceWater, Game, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& cpu, Unity.Collections.NativeArray`1[[Unity.Mathematics.float4, Unity.Mathematics, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& cpuTemp, Unity.Jobs.JobHandle& readers, Unity.Mathematics.int2& texSize, System.Boolean& pendingReadback, System.Int32 readbackDistribution, System.Int32 readbackIndex, System.AsyncCallback , System.Object );
public virtual EndInvoke(System.IAsyncResult ) : System.Void
public virtual System.Void EndInvoke(System.IAsyncResult );
public virtual Invoke(UnityEngine.Rendering.AsyncGPUReadbackRequest& asyncReadback, Unity.Collections.NativeArray
1[[Game.Simulation.SurfaceWater, Game, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& cpu, Unity.Collections.NativeArray1[[Unity.Mathematics.float4, Unity.Mathematics, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& cpuTemp, Unity.Jobs.JobHandle& readers, Unity.Mathematics.int2& texSize, System.Boolean& pendingReadback, System.Int32 readbackDistribution, System.Int32 readbackIndex) : System.Void
public virtual System.Void Invoke(UnityEngine.Rendering.AsyncGPUReadbackRequest& asyncReadback, Unity.Collections.NativeArray`1[[Game.Simulation.SurfaceWater, Game, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& cpu, Unity.Collections.NativeArray`1[[Unity.Mathematics.float4, Unity.Mathematics, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]& cpuTemp, Unity.Jobs.JobHandle& readers, Unity.Mathematics.int2& texSize, System.Boolean& pendingReadback, System.Int32 readbackDistribution, System.Int32 readbackIndex);