Hi,
I would like to use ID3D11DeviceContext::CopyStructureCount to access the current count of an AppendStructuredBuffer on the GPU. Is this possible? If so, how would I go about doing it?
I’m aware that I can use CopyCount to retrieve the value on the CPU side.
Thanks
About Unity and Append Buffers, you can see following resources:
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Thanks for your reply. I have been using this blog already and find it very helpful. Being unable to get the Append buffer counter on the GPU side is rather frustrating. Where I need it I have been using regular RWStructuredBuffers and ComputeBuffer.IncrementCounter(), as a workaround.
CopyCount copies the value into another buffer on the GPU. Just access the value from your Shader.
https://docs.unity3d.com/ScriptReference/ComputeBuffer.CopyCount.html
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I came to this conclusion after a few more hours of thinking/reading about it. Many thanks for confirming it though, much appreciated.