ReadWrite buffer for one shader, ReadOnly buffer in another shader?
Nobody has claimed this yet.
Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 35/100
- Issue type
- Feature
- Clarity
- Mostly clear
- Activity status
- Stale
- Tech stack
- csharp
- Domain
- computer-graphics
Research direction
Start with ComputeSharp's buffer allocation API and the shader dispatch path, focusing on how buffer usage is specified. Compare the requested workflow with Unity's API and determine whether one buffer can be written as ReadWrite in one shader and consumed as ReadOnly in another. Done means the supported behavior or limitation is clearly established and covered by an appropriate validation.
Written by the indexing model from the issue text.
Description
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.
- Dominant language
- C#
- Stars
- 3.2k
- Forks
- 148
- Avg merge
- 4h 32m
- Merged PRs (30d)
- 3
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
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- Open a pull request that references the issue number.
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