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Question by Dani Phye · May 06, 2016 at 01:38 PM · texturerenderingdx11

How to use Map/Unmap in DirectX11 with textures in unity? (either RenderTextures or Texture2D are fine)

I've been trying to use quite a few different things, and I followed this answer to put it in a callback via GL.IssuePluginEvent , but it seemed to still have the flag D3D11_USAGE_DEFAULT as mentioned there. Is there a way to set this to D3D11_USAGE_DYNAMIC, or somehow otherwise use Map/Unmap with a texture?

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avatar image Dani Phye · May 06, 2016 at 03:24 PM 0
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Okay I found that actually using CreateExternalTexture then creating the resource in code works great

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Answer by idan_bismut · Jul 23, 2019 at 08:32 PM

I couldn't find any direct way of doing so in forums / documentation... In my case I needed a texture I can read back from CPU, so eventually ended up creating a new texture (on native plugin) via D3D11 code, with a "D3D11_USAGE_STAGING" flag, and then performed a: map, memcpy & unmap.

But if you managed somehow to define Unity's RenderTexture directly with the desired flag, that can save me extra memcpy.

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