异步:
IEnumerator Start()
{
var rt = new RenderTexture(512, 512, 0);
//Graphics.xxx...
var req = AsyncGPUReadback.Request(rt);
yield return new WaitUntil(() => req.done);
var tex = new Texture2D(512, 512, TextureFormat.RGBA32, false);
var colorArray = req.GetData<Color32>().ToArray();
tex.SetPixels32(colorArray);
tex.Apply();
}
同步:
RenderTexture.active = rt; var tex = new Texture2D(512, 512, TextureFormat.RGBA32, false); tex.ReadPixels(new Rect(0, 0, 512, 512), 0, 0, false); tex.Apply();
cs:
#pragma kernel CSMain
struct TestData
{
float3 pos;
};
RWStructuredBuffer<TestData> MyData;
[numthreads(8,1,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
MyData[id.x].pos = MyData[id.x].pos * 2;
}
异步:
public class ComputeShaderAsyncRequest : MonoBehaviour
{
public struct TestData
{
public Vector3 pos;
}
public ComputeShader computeShader;
IEnumerator Start()
{
var kernelID = computeShader.FindKernel("CSMain");
var testData = new List<TestData>();
for (int i = 0; i < 64; i++)
testData.Add(new TestData() { pos = new Vector3(i, 0, 0) });
var computeBuffer = new ComputeBuffer(testData.Count, 12);
computeBuffer.SetData(testData);
computeShader.SetBuffer(kernelID, "MyData", computeBuffer);
computeShader.Dispatch(kernelID, 8, 1, 1);
var request = AsyncGPUReadback.Request(computeBuffer);
Debug.Log("frame1: " + Time.frameCount);//1
yield return new WaitUntil(() => request.done);
Debug.Log("frame2: " + Time.frameCount);//4
var testDataArray = request.GetData<TestData>().ToArray();
for (int i = 0; i < testDataArray.Length; i++)
Debug.Log("i :" + i + "item: " + testDataArray[i].pos);
}
}
同步:
public class ComputeShaderAsyncRequest_Sync : MonoBehaviour
{
public struct TestData
{
public Vector3 pos;
}
public ComputeShader computeShader;
void Start()
{
var kernelID = computeShader.FindKernel("CSMain");
var testData = new List<TestData>();
for (int i = 0; i < 64; i++)
testData.Add(new TestData() { pos = new Vector3(i, 0, 0) });
var computeBuffer = new ComputeBuffer(testData.Count, 12);
computeBuffer.SetData(testData);
computeShader.SetBuffer(kernelID, "MyData", computeBuffer);
computeShader.Dispatch(kernelID, 8, 1, 1);
var array = new TestData[testData.Count];
computeBuffer.GetData(array);
for (int i = 0; i < array.Length; i++)
Debug.Log("i :" + i + "item: " + array[i].pos);
}
}
转载:https://www.cnblogs.com/hont/p/11351273.html
原文:https://www.cnblogs.com/Jason-c/p/14306748.html