上个月写了一篇使用像素shader返回累加信息的Trick:
后来无意中发现DX11/Compute shader有一类数据格式更适合这类操作。
c sharp脚本:
using System.Collections;using System.Collections.Generic;using UnityEngine;public class ComputeShaderTest : MonoBehaviour{ public ComputeShader computeShader; void Awake() { //reference: https://answers.unity.com/questions/1035132/how-can-i-read-in-the-actual-elements-from-an-appe.html var kernelID = computeShader.FindKernel("CSMain"); var appendBuffer = new ComputeBuffer(64, sizeof(int), ComputeBufferType.Append); appendBuffer.SetCounterValue(0); //定义了缓冲区长度为64*结构大小的appendBuffer. var consumeBuffer = new ComputeBuffer(64, sizeof(int), ComputeBufferType.Append); consumeBuffer.SetCounterValue(0); consumeBuffer.SetData(new int[] { 97, 98, 99 }); consumeBuffer.SetCounterValue(3); //consume类型结构相当于栈,所以取到的第一个值是99。 computeShader.SetBuffer(kernelID, "appendBuffer", appendBuffer); computeShader.SetBuffer(kernelID, "consumeBuffer", consumeBuffer); computeShader.Dispatch(kernelID, 1, 1, 1); //单个线程组的大小为8,定义了1个线程组。也就是说会返回8个数据。 var countBuffer = new ComputeBuffer(1, sizeof(int), ComputeBufferType.IndirectArguments); ComputeBuffer.CopyCount(appendBuffer, countBuffer, 0); //通过这个方法拿到第一个数据。 int[] counter = new int[1] { 0 }; countBuffer.GetData(counter); int count = counter[0]; Debug.Log("count: " + count); var data = new int[count]; appendBuffer.GetData(data); Debug.Log("data length: " + data.Length); for (int i = 0; i < data.Length; i++) { Debug.Log(data[i]); } consumeBuffer.Release(); consumeBuffer.Dispose(); appendBuffer.Release(); appendBuffer.Dispose(); countBuffer.Release(); countBuffer.Dispose(); }}
compute shader:
#pragma kernel CSMainAppendStructuredBuffer appendBuffer;ConsumeStructuredBuffer consumeBuffer;[numthreads(8,1,1)]void CSMain (uint3 id : SV_DispatchThreadID){ if (id.x == 2) { int value = consumeBuffer.Consume(); appendBuffer.Append(value); } if (id.x > 2) { appendBuffer.Append(id.x); }}
传入的线程组是8,1,1。并且Dispatch只运行了一个线程组,所以每一次传入id的x值依次为0,1,2,3,4,5,6,7
在id是2的时候读consume里的值,所以第一个是99.
最终输出:99,3,4,5,6,7。