ComputeBuffer low-level access in Direct3D 11 in Unity 5.5.0B3
Hi all,
I just discovered ComputeBuffer.GetNativeBufferPtr in Unity 5.5.0B3. Very very awesome!!
I'm trying to use the ID3D11Buffer with CUDA interop but it keeps crashing.
When looking at the buffer description, Direct3D reveals this no matter what size or type I specify:
ByteWidth: 256
Usage: 256
BindFlags: 1
CPUAccessFlags: 1
MiscFlags: 2
StructureByteStride: 1
I'm wondering whether this feature is ready to use yet or I'm doing something wrong.
Thank you so much!
David
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