我对计算着色器(通过 Unity 的 DirectCompute)有一个相当简单的要求。我有一个 128x128 的纹理,我想将该纹理的红色通道变成一维浮点数组。我需要经常这样做,所以只是在每个 texel 上做一个 cpu 端 for 循环不会削减它。初始化: m_outputBuffer = new ComputeBuffer(m_renderTexture.width * m_renderTexture.height, sizeof(float)); m_kernelIndex = m_computeShader.FindKernel("CSMain");这是 C# 方法:/// <summary>/// This method converts the red channel of the given RenderTexture to a/// one dimensional array of floats of size width * height./// </summary>private float[] ConvertToFloatArray(RenderTexture renderTexture){ m_computeShader.SetTexture(m_kernelIndex, INPUT_TEXTURE, renderTexture); float[] result = new float[renderTexture.width * renderTexture.height]; m_outputBuffer.SetData(result); m_computeShader.SetBuffer(m_kernelIndex, OUTPUT_BUFFER, m_outputBuffer); m_computeShader.Dispatch(m_kernelIndex, renderTexture.width / 8, renderTexture.height / 8, 1); m_outputBuffer.GetData(result); return result;}以及整个计算着色器:// Each #kernel tells which function to compile; you can have many kernels#pragma kernel CSMain// Create a RenderTexture with enableRandomWrite flag and set it// with cs.SetTextureTexture2D<float4> InputTexture;RWBuffer<float> OutputBuffer;[numthreads(8, 8, 1)]void CSMain(uint3 id : SV_DispatchThreadID){ OutputBuffer[id.x * id.y] = InputTexture[id.xy].r;}C# 方法返回一个预期大小的数组,它通常符合我的预期。然而,即使我的输入纹理是统一的红色,仍然会有一些零。
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TA贡献1803条经验 获得超3个赞
我重新考虑并解决了我自己的问题。答案分为两部分:我奇怪地组合了 x 和 y 坐标(id.x 和 id.y),并且我使用了错误的输入语义。(SV_GroupThreadID 而不是 SV_DispatchThreadID)
所以这是解决方案。我还翻转了 y 轴以符合我的直觉。
// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CSMain
// Create a RenderTexture with enableRandomWrite flag and set it
// with cs.SetTexture
Texture2D<float4> InputTexture;
RWBuffer<float> OutputBuffer;
[numthreads(8, 8, 1)]
void CSMain(uint3 id : SV_DispatchThreadID)
{
uint w, h;
InputTexture.GetDimensions(w, h);
OutputBuffer[id.x + id.y * w] = InputTexture[float2(id.x, h - 1 - id.y)].r;
}
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