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

Hi,

did you manage to get this to work?

Thanks