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First of all let me just say this is a really useful package, and thank you for putting it together.
I am coming from game development where I write a lot of shaders (including compute shaders) in HLSL and use Unity's API wrapper to dispatch them.
Is it possible to allocate one buffer to be used as a ReadOnly buffer in one shader, after it has been written to as a ReadWrite buffer in another shader? I am used to doing this in Unity, but so far from playing with ComputeSharp it doesn't seem to be possible, as I need to specify the buffer usage when allocating the buffer.
The text was updated successfully, but these errors were encountered:
First of all let me just say this is a really useful package, and thank you for putting it together.
I am coming from game development where I write a lot of shaders (including compute shaders) in HLSL and use Unity's API wrapper to dispatch them.
Is it possible to allocate one buffer to be used as a ReadOnly buffer in one shader, after it has been written to as a ReadWrite buffer in another shader? I am used to doing this in Unity, but so far from playing with ComputeSharp it doesn't seem to be possible, as I need to specify the buffer usage when allocating the buffer.
The text was updated successfully, but these errors were encountered: