ComputeShader中Counter类型的使用
接上一篇:https://www.cnblogs.com/hont/p/10122129.html
除了Append类型对应的Consume/AppendStructuredBuffer还有一个Counter类型可以进行计数操作。
那么测试一下:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ComputeShaderTest : MonoBehaviour { public ComputeShader computeShader; void Awake() { var kernelID = computeShader.FindKernel("CSMain"); var counterBuffer = new ComputeBuffer(1, sizeof(int), ComputeBufferType.Counter); counterBuffer.SetCounterValue(5); computeShader.SetBuffer(kernelID, "counter", counterBuffer); computeShader.Dispatch(kernelID, 1, 1, 1); var argBuffer = new ComputeBuffer(1, sizeof(int), ComputeBufferType.IndirectArguments); ComputeBuffer.CopyCount(counterBuffer, argBuffer, 0); //通过这个方法拿到第一个数据。 int[] counter = new int[1] { 0 }; argBuffer.GetData(counter); int count = counter[0]; Debug.Log("count: " + count); argBuffer.Release(); counterBuffer.Dispose(); } }
computer shader:
#pragma kernel CSMain RWStructuredBuffer<int> counter; [numthreads(8, 1, 1)] void CSMain(uint3 id : SV_DispatchThreadID) { if (id.x == 1 || id.x == 2 || id.x == 3) { //counter.IncrementCounter(); counter.DecrementCounter(); } }
测试的是DecrementCounter最终打印2。
另外需要注意,如果在同一个csmain里同时进行加减操作则会报错:
RWStructuredBuffers may increment or decrement their counters, but not both. at kernel CSMain