Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
4
Found in
2019.4
2020.2
2020.2.2f1
2021.1
2021.2
Issue ID
1311418
Regression
No
Calling ComputeBuffer.SetData with ComputeBufferMode.Dynamic does not become visible to the GPU when using D3D11 graphics API
How to reproduce:
1. Open the attached project
2. Make sure the Graphics API is set to Direct3D11
3. Click play
Expected result: The cube should change color
Actual result: The cube remains the same color
Reproducible with: 2019.4.18f1, 2020.2.3f1, 2021.1.0b2, 2021.2.0a3
Could not test with: 2018.4.30f1 (can't select ComputeBufferMode)
Workaround: Use Direct3D12, OpenGLCore, OpenGLES3, or Vulkan graphics API
Comments (1)
-
TSWessel
Jun 26, 2023 12:38
For an in-detail discussion, see https://forum.unity.com/threads/clarification-on-computebuffermode-immutable.1150250/
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android] Audio sound is lower in the Player compared to the native music player
- Feet slide and misalign when playing retargeted animations
- IndexOutOfRangeException is thrown in NativePassCompiler when a graphics buffer is used in more than 5 render passes
- "Undo Stack Overflow" error is thrown, and Undo History is deleted when multiselected GameObjects are reparented to their GrandParents
- SearchColumn of type "ObjectReference" does not get refreshed for the custom SearchProvider when lighting generation finishes
Resolution Note (2021.2.X):
Immutable buffers should be used. It's a doc and naming bug. Immutable buffer is actually the most mutable of them all. Dynamic buffers are meant only for meshes etc, as they're CPU visible. Users shouldn't need to change the buffer mode at all. The default one works on C# side. We're delaying the doc fix for now.