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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 纹理,我想将该纹理的红色通道转换为一维浮点数组。我需要经常这样做,所以只是在每个纹素上做一个 cpu 端的循环不会削减它。

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;
}

和整个计算着色器:

// 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.SetTexture
Texture2D<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,它通常与我的预期相符。然而,即使我的输入纹理都是红色的,仍然会有一些零。

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1 回答 1

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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;
}
于 2018-05-12T18:27:03.370 回答