This is probably a very noob questions, but when writing compute shaders, is it better to pass your data in as a struct in a single StructuredBuffer or as multiple individual StructuredBuffers of floats?
Here's some examples:
struct Data
{
float DataA;
float DataB;
float DataC;
};
RWStructuredBuffer<Data> MyData;
or:
RWStructuredBuffer<float> MyDataA;
RWStructuredBuffer<float> MyDataB;
RWStructuredBuffer<float> MyDataC;