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keijiro avatar keijiro commented on September 14, 2024

The forth argument of SetUnmanagedData is a stride of an array. In your case, size has a byte size of the array, so I think it should be 1. Or the third argument should be size / 4.

By the way, have you read the comment of SetUnmanagedData?

https://github.com/keijiro/Rsvfx/blob/master/Assets/Rsvfx/Runtime/Utility.cs#L17

I think you shouldn't use it. Or do it at your own risk.

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keijiro avatar keijiro commented on September 14, 2024

I'm closing this issue now. Please feel free to reopen for further problems.

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xubi1993 avatar xubi1993 commented on September 14, 2024

Thank you for the reply and yes I have read the comment in the SetUnmanagedData that is why I am trying to use the Marshel copy or some other method to set the values of the compute shader but so far nothing seems to be working. Unity itself provides "_colorBuffer.SetData(System.Array);" this function to set the shader data but it takes an array and not the intPtr. Any idea how to go about it?

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keijiro avatar keijiro commented on September 14, 2024

I think you should match the data element size; If you're sending byte[], the compute shader should receive it as StructuredBuffer<byte> or something like that. However, as far as I know, HLSL doesn't support byte, so it might not work.

If the data is stored as a byte array, how about using Texture2D and LoadRawTextureData? It might be easier than using a compute buffer.

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