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Plugin/PluginInteropUnityCUDA/include/Texture/texture_D3D11.h

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#include "IUnityGraphicsD3D11.h"
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#include "d3d11.h"
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/// <summary>
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/// This class handles interoperability for texture from Unity to CUDA, with
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/// dx11 graphics API. With dx11 interoperability work differently, texture
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/// created in Unity, cannot be directly registered in CUDA, therefore we need
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/// to create another texture
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/// (_texBufferInterop) that will be used as a buffer. We will copy the content
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/// of the texture created in Unity and then we will registered this new texture
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/// in CUDA see issue #2 on github for more details
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/// </summary>
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/**
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* @brief This class handles interoperability for texture from Unity to CUDA, with
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* dx11 graphics API. With dx11 interoperability work differently, texture
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* created in Unity, cannot be directly registered in CUDA, therefore we need
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* to create another texture
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* (_texBufferInterop) that will be used as a buffer. We will copy the content
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* of the texture created in Unity and then we will registered this new texture
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* in CUDA see issue #2 on github for more details
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*/
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class Texture_D3D11 : public Texture
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{
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public:
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Texture_D3D11(void *textureHandle, int textureWidth, int textureHeight,
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int textureDepth, RenderAPI *renderAPI);
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~Texture_D3D11();
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virtual void registerTextureInCUDA();
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virtual void unregisterTextureInCUDA();
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Plugin/PluginInteropUnityCUDA/src/Texture/texture_D3D11.cpp

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CUDA_CHECK(cudaGetLastError());
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};
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/// <summary>
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/// Has to be call after the first issue plugin event
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/// see. https://docs.unity3d.com/ScriptReference/GL.IssuePluginEvent.html
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/// register a graphics resources defined from the texture dx11
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/// </summary>
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void Texture_D3D11::registerTextureInCUDA()
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{
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// texture2D and texture2D array are ID3D11Texture2D in Unity for DX11

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