StructuredBuffer Class
Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
StructuredBuffer is a buffer for structures: it represents a uniform array of structures.
StructuredBuffer resource can specified via the following flags.
See Also#
- StructuredBuffer C++ sample provided in the Samples (Samples -> C++ -> Render) section of UNIGINE SDK Browser.
StructuredBuffer Class
Members
void setDebugName ( string name ) #
Sets a new friendly name of the structured buffer used for GPU debugging (RenderDoc, NVIDIA Nsight). It can be used to help you determine if the corresponding object interface pointer caused the leak. Memory leaks are reported by the debug software layer by outputting a list of object interface pointers along with their friendly names.
Arguments
- string name - The friendly debug name.
const char * getDebugName() const#
Returns the current friendly name of the structured buffer used for GPU debugging (RenderDoc, NVIDIA Nsight). It can be used to help you determine if the corresponding object interface pointer caused the leak. Memory leaks are reported by the debug software layer by outputting a list of object interface pointers along with their friendly names.
Return value
Current friendly debug name.int getNumElements() const#
Returns the current number of elements in the structured buffer.
Return value
Current number of elements in the structured buffer.bool isUsageShared() const#
Returns the current value indicating if the resource has the USAGE_SHARED flag enabled.
Return value
true if the USAGE_SHARED flag is enabled; otherwise false.bool isUsageStaging() const#
Returns the current value indicating if the resource has the USAGE_STAGING flag enabled.
Return value
true if the USAGE_STAGING flag is enabled; otherwise false.bool isUsageImmutable() const#
Returns the current value indicating if the resource has the USAGE_IMMUTABLE flag enabled.
Return value
true if the USAGE_IMMUTABLE flag is enabled; otherwise false.isUsageRender() const#
Returns the current value indicating if the resource has the USAGE_RENDER flag enabled.
Return value
Current the USAGE_RENDER flagstatic StructuredBuffer ( ) #
Constructor. Creates a new structured buffer.Source code (C++)
StructuredBufferPtr input_buffer = StructuredBuffer::create();
void clear ( ) #
Clears smart pointer.int create ( int flags ) #
Creates a StructuredBuffer instance with specified parameters.Arguments
- int flags - StructuredBuffer flag.
Return value
1 if the StructuredBuffer was created successfully; otherwise, 0.int create ( int flags, unsigned int structure_size, unsigned int num_elements ) #
Creates a StructuredBuffer instance with specified parameters.Arguments
- int flags - StructuredBuffer flag.
- unsigned int structure_size - The size of the structured buffer.
- unsigned int num_elements - Number of elements in the structured buffer.
Return value
1 if the StructuredBuffer was created successfully; otherwise, 0.void destroy ( ) #
Destroys smart pointer.void clearBuffer ( ) #
Clears the structured buffer.void copy ( StructuredBuffer src ) #
Copies the data from the specified source structured buffer.Arguments
- StructuredBuffer src - Source structured buffer to copy data from.
int getVideoMemoryUsage ( ) #
Returns the current amount of video memory used by the structured buffer.Return value
Video memory amount used by the structured buffer, in bytes.The information on this page is valid for UNIGINE 2.20 SDK.
Last update:
2025-05-05
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