Retrieve a native (underlying graphics API) pointer to the buffer.
static public int GetNativeBufferPtr(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.ComputeBuffer self = (UnityEngine.ComputeBuffer)checkSelf(l); var ret = self.GetNativeBufferPtr(); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static public int GetNativeBufferPtr(IntPtr l) { try { UnityEngine.ComputeBuffer self = (UnityEngine.ComputeBuffer)checkSelf(l); var ret = self.GetNativeBufferPtr(); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }