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9 | 9 | #include "IUnityGraphicsD3D11.h"
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10 | 10 | #include "d3d11.h"
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11 | 11 |
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12 |
| -/// <summary> |
13 |
| -/// This class handles interoperability for texture from Unity to CUDA, with |
14 |
| -/// dx11 graphics API. With dx11 interoperability work differently, texture |
15 |
| -/// created in Unity, cannot be directly registered in CUDA, therefore we need |
16 |
| -/// to create another texture |
17 |
| -/// (_texBufferInterop) that will be used as a buffer. We will copy the content |
18 |
| -/// of the texture created in Unity and then we will registered this new texture |
19 |
| -/// in CUDA see issue #2 on github for more details |
20 |
| -/// </summary> |
| 12 | + |
| 13 | +/** |
| 14 | + * @brief This class handles interoperability for texture from Unity to CUDA, with |
| 15 | + * dx11 graphics API. With dx11 interoperability work differently, texture |
| 16 | + * created in Unity, cannot be directly registered in CUDA, therefore we need |
| 17 | + * to create another texture |
| 18 | + * (_texBufferInterop) that will be used as a buffer. We will copy the content |
| 19 | + * of the texture created in Unity and then we will registered this new texture |
| 20 | + * in CUDA see issue #2 on github for more details |
| 21 | + */ |
21 | 22 | class Texture_D3D11 : public Texture
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22 | 23 | {
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23 | 24 | public:
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24 | 25 | Texture_D3D11(void *textureHandle, int textureWidth, int textureHeight,
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25 | 26 | int textureDepth, RenderAPI *renderAPI);
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26 | 27 | ~Texture_D3D11();
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| 28 | + |
27 | 29 | virtual void registerTextureInCUDA();
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28 | 30 | virtual void unregisterTextureInCUDA();
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29 | 31 |
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