ComputeShader基础用法系列之四

这次接着上一篇ComputeShader基础用法系列之三来继续说。上一节说到了要通过Compute Shader进行GPU Culling。

为什么需要GPU Culling呢?使用GPU  Culling能带来什么好处?

传统意义上的culling是通过相机的Cull进行的,Camera.Cull所带来的性能问题随着场景的复杂程度提高而会越来越严重。那么我们能否将Cull放到GPU来做呢,利用GPU的高并行处理机制达到转移CPU压力。

答案当然是可以的,但是像CameraCulling一样,GPU Culling同样需要包围盒数据,这就意味着需要传入数据到GPU内存。所以我们能推出以下的方法:

1.将包围盒数据通过ComputeBuffer传入GPU

2.在ComputeShader中进行Culling操作

3. 通过DrawIndirect的方式将物体绘制出来。

这里为什么要用DrawIndirect的呢?DrawIndirect是什么呢?我们来看一下:

这个方法前两个步骤都没有问题,但是第三个步骤回读CPU是个大问题,我们知道CPU和GPU之间的传输带宽在手机上是非常有限的,如果大量GPU数据回读CPU,手机上必然是难以承受的。而且还有个问题在于这样做只是确定可以把视锥外的物体Renderer禁用,但是视锥内的这些物体还是要再走一遍相机裁减,这样的话两遍裁减两边都占用性能,体验简直不要太差。 通过在PC上profiler我们可以看到直接回读cpu culling结果的问题:

 

 Camera Culling也在执行,Gpu Culling也在执行,而且注意等待GPU返回数据这一步,相当的耗时。

关于回读CPU的代码我就不往外面粘贴了,没什么参考意义,只是用来看看回读究竟多耗性能。那么接下来我们的主角:DrawIndirect就登场了。

Graphics.DrawMeshInstancedIndirect 这个方法主要是把在显存里面的数据直接Draw到渲染管线中,而不是传统的从CPU发送数据,通过这个接口,我们就可以直接把GPU Culling的结果放到渲染管线中执行,而无需回读CPU,也可以绕过CameraCulling机制。

我们首先来看官方对于这个API的讲解:https://docs.unity3d.com/ScriptReference/Graphics.DrawMeshInstancedIndirect.html

大家可以把代码直接copy到Unity工程查看一下效果。满屏幕的小方块:

 

 官方这个例子只是告诉我们这个API如何使用,但是并没有做Culling操作。这就会导致很多不需要Draw的信息被放入了管线中处理。

跟着官方的例子,学会使用这个接口后,就直接上代码:

代码时基于官方提供的例子进行了一点点修改:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DrawIndirectCulled : MonoBehaviour
{
    public struct ObjInfo
    {
        public Vector3 boundMin;
        public Vector3 boundMax;
        public Matrix4x4 localToWorldMatrix;
        public Matrix4x4 worldToLocalMatrix;
    }
    public struct MatrixInfo
    {
        public Matrix4x4 localToWorldMatrix;
        public Matrix4x4 worldToLocalMatrix;
    }
    public int instanceCount = 100000;
    public Mesh instanceMesh;
    public Material instanceMaterial;
    public int subMeshIndex = 0;
    public ComputeShader compute;

    private int cachedInstanceCount = -1;
    private int cachedSubMeshIndex = -1;
    private ComputeBuffer positionBuffer;
    private ComputeBuffer argsBuffer;
    private ComputeBuffer cullResult;
    List<ObjInfo> infos = new List<ObjInfo>();
    private uint[] args = new uint[5] { 0, 0, 0, 0, 0 };
    private int kernel;

    private int visibleCount;
    void Start()
    {
        kernel = compute.FindKernel("CSMain");
        argsBuffer = new ComputeBuffer(1, args.Length * sizeof(uint), ComputeBufferType.IndirectArguments);
        cullResult = new ComputeBuffer(instanceCount, sizeof(float)*32, ComputeBufferType.Append);
        UpdateBuffers();
    }

    void Update()
    {
        // Update starting position buffer
        if (cachedInstanceCount != instanceCount || cachedSubMeshIndex != subMeshIndex)
            UpdateBuffers();

        var camera = Camera.main;
        var vpMatrix = GL.GetGPUProjectionMatrix(camera.projectionMatrix,false) * camera.worldToCameraMatrix;
        compute.SetMatrix("vpMatrix", vpMatrix);
        positionBuffer.SetData(infos);
        compute.SetBuffer(kernel, "input", positionBuffer);
        cullResult.SetCounterValue(0);
        compute.SetBuffer(kernel, "cullresult", cullResult);
        compute.SetInt("instanceCount", instanceCount);
        compute.SetInt("visibleCount", 0);
        compute.Dispatch(kernel, instanceCount / 64, 1, 1);
        instanceMaterial.SetBuffer("positionBuffer", cullResult);
        // Indirect args
        if (instanceMesh != null)
        {
            args[0] = (uint)instanceMesh.GetIndexCount(subMeshIndex);
            args[1] = (uint)instanceCount;
            args[2] = (uint)instanceMesh.GetIndexStart(subMeshIndex);
            args[3] = (uint)instanceMesh.GetBaseVertex(subMeshIndex);
        }
        else
        {
            args[0] = args[1] = args[2] = args[3] = 0;
        }
        argsBuffer.SetData(args);
        // Pad input
        if (Input.GetAxisRaw("Horizontal") != 0.0f)
            instanceCount = (int)Mathf.Clamp(instanceCount + Input.GetAxis("Horizontal") * 40000, 1.0f, 5000000.0f);

        // Render
        Graphics.DrawMeshInstancedIndirect(instanceMesh, subMeshIndex, instanceMaterial, new Bounds(Vector3.zero, new Vector3(100.0f, 100.0f, 100.0f)), argsBuffer);
    }

    void OnGUI()
    {
        GUI.Label(new Rect(265, 25, 200, 30), "Instance Count: " + instanceCount.ToString());
        instanceCount = (int)GUI.HorizontalSlider(new Rect(25, 20, 200, 30), (float)instanceCount, 1.0f, 5000000.0f);
    }

    void UpdateBuffers()
    {
        // Ensure submesh index is in range
        if (instanceMesh != null)
            subMeshIndex = Mathf.Clamp(subMeshIndex, 0, instanceMesh.subMeshCount - 1);

        // Positions
        if (positionBuffer != null)
            positionBuffer.Release();
        positionBuffer = new ComputeBuffer(instanceCount, 152);
        infos.Clear();
        Vector4[] positions = new Vector4[instanceCount];
        for (int i = 0; i < instanceCount; i++)
        {
            ObjInfo info = default;
            float angle = Random.Range(0.0f, Mathf.PI * 2.0f);
            float distance = Random.Range(20.0f, 100.0f);
            float height = Random.Range(-2.0f, 2.0f);
            float size = Random.Range(0.05f, 0.25f);
            var position = new Vector3(Mathf.Sin(angle) * distance, height, Mathf.Cos(angle) * distance);
            info.boundMin = position - new Vector3(0.5f, 0.5f, 0.5f);
            info.boundMax = position + new Vector3(0.5f, 0.5f, 0.5f);
            info.localToWorldMatrix = Matrix4x4.TRS(position, Quaternion.identity, Vector3.one);
            info.worldToLocalMatrix = Matrix4x4.Inverse(info.localToWorldMatrix);
            infos.Add(info);
        }
        
        cachedInstanceCount = instanceCount;
        cachedSubMeshIndex = subMeshIndex;
    }

    void OnDestroy()
    {
        if (positionBuffer != null)
            positionBuffer.Release();
        positionBuffer = null;

        if (argsBuffer != null)
            argsBuffer.Release();
        argsBuffer = null;

        if (cullResult != null)
            cullResult.Release();
        cullResult = null;
    }
}

compute shader代码如下:

// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CSMain
struct ObjInfo {
    float3 boundMin;
    float3 boundMax;
    float4x4 localToWorldMatrix;
    float4x4 worldToLocalMatrix;
};
struct MatrixInfo
{
    float4x4 localToWorldMatrix;
    float4x4 worldToLocalMatrix;
};

    uint instanceCount;
// Create a RenderTexture with enableRandomWrite flag and set it
// with cs.SetTexture
float4x4 vpMatrix;
StructuredBuffer<ObjInfo> input;

AppendStructuredBuffer<MatrixInfo> cullresult;
[numthreads(64,1,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
    if(instanceCount<=id.x)
        return;
    ObjInfo info = input[id.x];
    float3 boundMax = info.boundMax;
    float3 boundMin = info.boundMin;
    float4 boundVerts[8];
    float4x4 mvpMatrix = mul(vpMatrix,info.localToWorldMatrix);
    boundVerts[0] = mul(mvpMatrix, float4(boundMin, 1));
    boundVerts[1] = mul(mvpMatrix, float4(boundMax, 1));
    boundVerts[2] = mul(mvpMatrix, float4(boundMax.x, boundMax.y, boundMin.z, 1));
    boundVerts[3] = mul(mvpMatrix, float4(boundMax.x, boundMin.y, boundMax.z, 1));
    boundVerts[4] = mul(mvpMatrix, float4(boundMin.x, boundMax.y, boundMax.z, 1));
    boundVerts[5] = mul(mvpMatrix, float4(boundMin.x, boundMax.y, boundMin.z, 1));
    boundVerts[6] = mul(mvpMatrix, float4(boundMax.x, boundMin.y, boundMin.z, 1));
    boundVerts[7] = mul(mvpMatrix, float4(boundMin.x, boundMin.y, boundMax.z, 1));

    bool isInside = false;
    for (int i = 0; i < 8; i++)
    {
        float4 boundVert = boundVerts[i];
        bool inside = boundVert.x <= boundVert.w && boundVert.x >= -boundVert.w &&
            boundVert.y <= boundVert.w && boundVert.y >= -boundVert.w &&
            boundVert.z <= boundVert.w && boundVert.z >= -boundVert.w;
        isInside = isInside || inside;
    }
    if (isInside)
    {
        MatrixInfo matrixInfo;
        matrixInfo.localToWorldMatrix = info.localToWorldMatrix;
        matrixInfo.worldToLocalMatrix = info.worldToLocalMatrix;
        cullresult.Append(matrixInfo);
    }
}

我们会看到从脚本里面传入compute shader的包围盒信息的八个顶点都进行了转换到投影空间裁剪的操作。裁剪完成将结果buffer传入shader中,shader代码如下(为了方便,直接用了内置管线的表面着色器):

Shader "Unlit/IndirectShader"
{
Properties {
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 200

        CGPROGRAM
        // Physically based Standard lighting model
        #pragma surface surf Standard addshadow fullforwardshadows
        #pragma multi_compile_instancing
        #pragma instancing_options procedural:setup

        sampler2D _MainTex;

        struct Input {
            float2 uv_MainTex;
        };

    #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
struct MatrixInfo
{
    float4x4 localToWorldMatrix;
    float4x4 worldToLocalMatrix;
};
        StructuredBuffer<MatrixInfo> positionBuffer;
    #endif

        void rotate2D(inout float2 v, float r)
        {
            float s, c;
            sincos(r, s, c);
            v = float2(v.x * c - v.y * s, v.x * s + v.y * c);
        }

        void setup()
        {
        #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
            MatrixInfo data = positionBuffer[unity_InstanceID];

            unity_ObjectToWorld = data.localToWorldMatrix;
            unity_WorldToObject = data.worldToLocalMatrix;
        #endif
        }

        half _Glossiness;
        half _Metallic;

        void surf (Input IN, inout SurfaceOutputStandard o) {
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            o.Albedo = c.rgb;
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = c.a;
        }
        ENDCG
    }

}

 

效果如下:

 

 准确的视锥culling。。。

这样,Gpu culling就完成了。核心就是理解DrawIndirect这个接口和GpuInstance,这个比较基础,这里就不说了(不会用接口看官方文档的介绍,GPU Instance的原理可以自行百度,或者找个时间再写一篇扫个盲),代码没什么难度,但是跑一下发现一个问题:

 

 可以看到set compute buffer的执行效率如此之低。因为set compute buffer实际上是cpu 向 gpu传输数据,带宽问题就会导致这个效率问题。因此我们可以把set compute buffer这一步骤移到当数量改变时再去set,但是这种程度的卡顿在游戏中实际使用时无法接受的。所以目前draw indirect和gpu culling更适合于位置旋转缩放不变的一些物体,并且有高度的重复mesh。我们可以将所有的模型预烘焙位置信息,然后数据一次放在gpu就不动了。最常见的例子就是大批量草地的渲染,通过这种方式会得到非常好的优化。

这就完了?就这?

是的,完了,本来想把基于GPU的Hi-z写一下,但是懒,嗯!在这里简单说下原理吧:

我们刚才GPU culling做的是视锥剔除,还有遮挡剔除还没有做,而通过GPU 的 Hi-z culling是常见的遮挡剔除方案。简单来说就是通过不同采样不同mip level的深度图,根据深度图和物体进行深度对比,决定哪个物体被cull,就不会被append到result中。深度图的miplevel可以直接采样低level的mipmap,但是会比较激进,因为要保证正确的遮挡剔除,必须取多个像素中深度最大的一个像素。而默认的mipmap不是这样的。

具体hiz的实现已经有很多了,这里给一个链接:https://zhuanlan.zhihu.com/p/47615677  文章来自知乎大V:MAXWELL 

揉了揉困酣的双眼,看了看时间,已经是凌晨1点20了,写的内容如果有误可能是因为太困了,欢迎指正。

posted @ 2020-12-16 01:26  syb7384  阅读(915)  评论(1编辑  收藏  举报