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By Design

Votes

0

Found in

5.4.0b17

Issue ID

807967

Regression

No

SetInts doesn't work properly with ComputeShader

Shaders

-

To reproduce:
1. Open attached project
2. Play DefaultScene
3. Observe log in console

In the DefaultScene an object TestCopy contains a component "TestCopyInts".
This component create a compute buffer, then dispatch a computeShader that copy data from the uniform parameter setted by "SetInts" and copy it to the ComputeBuffer with the same index.
Then the script get back the data from the compute Buffer, the content should be equal to the content sended by "SetInts".
But it is not.

Please not that if you do the same code with a compute buffer as input it works properly ( set UseInputCB to true in the component and in the shader uncomment the line //#define USE_INPUT_CB ).

Reproducible: 5.5.0a2, 5.4.0b23, 5.3.5p5, 5.2.5f1

Comments (4)

  1. shubhamswaraj2021

    Aug 18, 2020 05:06

    good one <a href="https://www.lyricsauto.com">lyricsauto</a>

  2. m5240666

    Apr 30, 2018 09:14

    int[] data= new int[6];
    //data assignments
    //data={1,2,3,4,5,6}
    computeShader.SetInts(id, data);

    GPU:
    int data[6]
    resulting in {1,5,0,0,0,0}

  3. TSWessel

    Mar 28, 2018 13:49

    To my experience, it appears that if your compute shader variable is an int[], then SetInts passes only every fourth value in the array to the compute shader.

    So, passing [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11] results in [0, 4, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0] in the compute shader.

    If this odd behavior is really by design, then please update the documentation to reflect this.

  4. Hakazaba

    May 06, 2017 13:45

    How is SetInts supposed to be used?

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