├── .gitattributes ├── .gitignore ├── Assets ├── NativeToCompute.cs ├── NativeToCompute.cs.meta ├── Test.unity ├── Test.unity.meta ├── Visualizer.shader └── Visualizer.shader.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | * -text 2 | 3 | *.cs text eol=lf diff=csharp 4 | *.shader text eol=lf 5 | *.cginc text eol=lf 6 | *.hlsl text eol=lf 7 | *.compute text eol=lf 8 | 9 | *.meta text eol=lf 10 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Windows 2 | Thumbs.db 3 | Desktop.ini 4 | 5 | # macOS 6 | .DS_Store 7 | 8 | # Code Editors 9 | /.idea 10 | /.vscode 11 | /*.csproj 12 | /*.sln 13 | *.swp 14 | *.vcxproj.user 15 | 16 | # Unity 17 | /Library 18 | /Logs 19 | /Recordings 20 | /Temp 21 | /UserSettings 22 | -------------------------------------------------------------------------------- /Assets/NativeToCompute.cs: -------------------------------------------------------------------------------- 1 | #define USE_GRAPHICS_BUFFER 2 | 3 | using Unity.Collections; 4 | using Unity.Collections.LowLevel.Unsafe; 5 | using UnityEngine; 6 | using System.Linq; 7 | 8 | using Marshal = System.Runtime.InteropServices.Marshal; 9 | 10 | public sealed class NativeToCompute : MonoBehaviour 11 | { 12 | // Shader/material pair for visualization 13 | [SerializeField] Shader _shader = null; 14 | Material _material; 15 | 16 | // GPU buffer 17 | #if USE_GRAPHICS_BUFFER 18 | GraphicsBuffer _buffer; 19 | #else 20 | ComputeBuffer _buffer; 21 | #endif 22 | 23 | void Start() 24 | { 25 | #if USE_GRAPHICS_BUFFER 26 | _buffer = new GraphicsBuffer 27 | (GraphicsBuffer.Target.Structured, 256, sizeof(float)); 28 | #else 29 | _buffer = new ComputeBuffer(256, sizeof(float)); 30 | #endif 31 | 32 | LoadData(_buffer); 33 | 34 | _material = new Material(_shader); 35 | _material.SetBuffer("_Data", _buffer); 36 | } 37 | 38 | void OnDestroy() 39 | { 40 | Destroy(_material); 41 | _buffer.Dispose(); 42 | } 43 | 44 | void OnRenderObject() 45 | { 46 | _material.SetPass(0); 47 | Graphics.DrawProceduralNow(MeshTopology.Triangles, 6, 1); 48 | } 49 | 50 | // 51 | // Load data to a GPU buffer 52 | // 53 | // 1. Allocate a native memory block (HGlobal). 54 | // 2. Initialize it as a float array. 55 | // 3. Wrap it with a NativeArray. 56 | // 4. Load it into a GPU buffer using SetData. 57 | // 58 | #if USE_GRAPHICS_BUFFER 59 | unsafe static void LoadData(GraphicsBuffer buffer) 60 | #else 61 | unsafe static void LoadData(ComputeBuffer buffer) 62 | #endif 63 | { 64 | // Allocate a native memory block. 65 | var memory = Marshal.AllocHGlobal(256 * sizeof(float)); 66 | 67 | #if ENABLE_UNITY_COLLECTIONS_CHECKS 68 | // Safety handle: Needed to support SetData via NativeArray. 69 | var handle = AtomicSafetyHandle.Create(); 70 | #endif 71 | 72 | try 73 | { 74 | // Copy a float array to the memory block. 75 | var data = Enumerable.Range(0, 256).Select(i => i / 255.0f); 76 | Marshal.Copy(data.ToArray(), 0, memory, 256); 77 | 78 | // Wrap the memory block using NativeArray. 79 | var view = NativeArrayUnsafeUtility 80 | .ConvertExistingDataToNativeArray 81 | ((void*)memory, 256, Allocator.None); 82 | 83 | #if ENABLE_UNITY_COLLECTIONS_CHECKS 84 | // Bind the safety handle to allow read-access from SetData. 85 | NativeArrayUnsafeUtility 86 | .SetAtomicSafetyHandle(ref view, handle); 87 | #endif 88 | 89 | // Load the data into the GPU buffer. 90 | buffer.SetData(view); 91 | } 92 | finally 93 | { 94 | // Clean-up 95 | Marshal.FreeHGlobal(memory); 96 | #if ENABLE_UNITY_COLLECTIONS_CHECKS 97 | AtomicSafetyHandle.Release(handle); 98 | #endif 99 | } 100 | } 101 | } 102 | -------------------------------------------------------------------------------- /Assets/NativeToCompute.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 62bd7d39417764f49a7ad372277d6500 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Test.unity: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | 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-------------------------------------------------------------------------------- https://raw.githubusercontent.com/keijiro/NativeToCompute/3dd8564305f9b42a60ee0b4660039c46f68d4cfc/ProjectSettings/boot.config -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | NativeToCompute 2 | --------------- 3 | 4 | ![SDIM4713](https://user-images.githubusercontent.com/343936/132483226-cf2db3e8-2baf-4609-8c48-2e4787c2b604.JPG) 5 | 6 | This is a small Unity sample project showing how to directly copy data from 7 | unmanaged memory to a GPU buffer ([ComputeBuffer]/[GraphicsBuffer]). 8 | 9 | It uses [ConvertExistingDataToNativeArray] to wrap an unmanaged memory block 10 | with a [NativeArray] struct. This approach is convenient to feed data from C++ 11 | native code to Unity APIs. 12 | 13 | [ComputeBuffer]: https://docs.unity3d.com/ScriptReference/ComputeBuffer.html 14 | [GraphicsBuffer]: https://docs.unity3d.com/ScriptReference/GraphicsBuffer.html 15 | [ConvertExistingDataToNativeArray]: 16 | https://docs.unity3d.com/ScriptReference/Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray.html 17 | [NativeArray]: https://docs.unity3d.com/ScriptReference/Unity.Collections.NativeArray_1.html 18 | --------------------------------------------------------------------------------