Comments (4)
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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I'm closing this issue now. Please feel free to reopen for further problems.
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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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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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