Recently (2022.1) Unity introduced LockBufferForWrite buffer type, and respective API functions: Unity GraphicsBuffer.LockForWrite The documentation states “The returned native array points directly to GPU memory if possible.” It made me curious, how close is this “directly” exactly? Heaps in modern graphics API To summarize, currently there are two sources of the data between CPU and […]
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Using Vulkan in Unity shaders
Kept you waiting, huh? It’s been a long time, S… since my last post, mostly due to an enormous amount of work I made during this period. Ever wondered that you can utilize some Vulkan features for your good, but Unity seemingly doesn’t support them in HLSL? Right, that’s what I stumbled across too. So, […]
Is .NET 8 performant enough?
While I’m experementing on making my execution environment for C++/C# interop I became curious about the performance of .NET 8 (under CoreCLR, not Mono). Maybe I can use it without Burst and transition via P/Invoke at all? Test suite Thankfully there’s already a test bench for Burst: https://github.com/nxrighthere/BurstBenchmarks As we can see there, .NET Core 3.1’s […]