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Demonstrate interoperability between Unity Engine and CUDA

License: MIT License

C# 21.50% C++ 57.94% C 2.60% Cuda 4.46% ShaderLab 1.03% PowerShell 4.56% Shell 0.19% CMake 2.86% Python 4.87%
cpp cuda gpu gpu-acceleration native-plugin opengl unity dx11 unity3d

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interopunitycuda's Issues

Unify the way texture array are handled for DX11 and OpenGL

When you create a Texture2DArray in Unity, there are two different behavior depending on graphics API :

  • OpenGL : it can be registered as a 3D texture (target is set to GL_TEXTURE_3D) and therefore we can use only one surface object in which we write with surf3DWrite see eg. 39039e5
  • DX11 : it can only be registered as a 2D texture (with arraySize greater than 1) and therefore we have to use multiple surfaces objects in which we write with surf2DWrite see 84220a4.

The philosophy of this plugin is to make user agnostic of the graphics API. That's why we need to find a way to make the user wrote into the texture array with only one method that will work with each API.

Add a unit test

We need to add a unit test that test if the plugin works for all supported graphics API

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