【发布时间】:2022-02-11 03:13:08
【问题描述】:
工作环境:Unity3D 2021.2.7.f1 Direct3D11
我尝试让拉普拉斯平滑在 GPU 上工作 对于这种情况,我设置了 Compute Shader 以及其他 VertexBuffer(输入图形缓冲区)和 outVertexBuffer(输出 Grpahics 缓冲区),不幸的是,我在将数据存储到 GraphicsBuffer(存储顶点 Vector3)时遇到了一个奇怪的问题,我将其用作计算着色器的“输出” .
ComputeShader 组件的分配:
public void RunSmoothingShader(int kernel,int verticesNo)
{
ComputeBuffer connectionsBuffer = new
ComputeBuffer(_builder._triangleBudget*6,sizeof(int));
ComputeBuffer offsetsBuffer = new ComputeBuffer(_builder._triangleBudget, sizeof(int));
ComputeBuffer _counterBuffer = new ComputeBuffer(1, 4, ComputeBufferType.Counter);
connectionsBuffer.SetData(VertexConnection.connectionsTable);
offsetsBuffer.SetData(VertexConnection.offsetsTable);
smoothingShader.SetBuffer(0,"ConnectionsBuffer",connectionsBuffer);
smoothingShader.SetBuffer(0,"OffsetsBuffer",offsetsBuffer);
smoothingShader.SetBuffer(0, "Counter", _counterBuffer);
smoothingShader.SetBuffer(0,"OutVertexBuffer",outVertexBuffer);
smoothingShader.SetInt("MaxVerticesNumber", verticesNo);
smoothingShader.SetBuffer(0,"VertexBuffer", _builder._vertexBuffer);
smoothingShader.Dispatch(kernel,64,64,64);
}
outVertexBuffer 的初始化:(步幅等于 12,因为类型为 float3)
outVertexBuffer =
new GraphicsBuffer(GraphicsBuffer.Target.Vertex, 5000000, 12);
在 LaplacianSmoothing ComputeShader 中,我想使用 Store3 函数重新计算顶点的位置并将它们存储到 outVertexBuffer 中。 下面是 ComputeShader(HLSL 风格)中 LaplacianSmoothing 的代码:
#pragma kernel LaplacianSmooth
RWTexture2D<float4> Result;
RWByteAddressBuffer VertexBuffer;
RWStructuredBuffer<uint> Counter; // used only for counting
RWByteAddressBuffer ConnectionsBuffer;
RWByteAddressBuffer OffsetsBuffer;
RWByteAddressBuffer OutVertexBuffer;
int MaxVerticesNumber;
#define SIZEOF_UINT 4
#define SIZEOF_FLOAT3 12
[numthreads(8,8,8)]
void LaplacianSmooth (uint3 id : SV_DispatchThreadID)
{
uint currentIndex = 512*512*id.z + 512*id.y+id.x;
if (currentIndex < MaxVerticesNumber)
{
float3 currentVertex = asfloat(VertexBuffer.Load3(2*currentIndex*SIZEOF_FLOAT3));
float3 sumNeighVertex = 0;
uint neighborAdrr=0;
int currentOffset = OffsetsBuffer.Load(currentIndex*SIZEOF_UINT);
int nextOffset = OffsetsBuffer.Load((currentIndex+1)*SIZEOF_UINT);
int connectionCount = nextOffset-currentOffset;
for (int i=0; i<connectionCount;i++)
{
neighborAdrr = ConnectionsBuffer.Load((currentOffset+i)*SIZEOF_UINT);// Adress of neighbor;
sumNeighVertex += asfloat(VertexBuffer.Load3(neighborAdrr*2*SIZEOF_FLOAT3));
}
sumNeighVertex = sumNeighVertex / connectionCount;
float3 newVert = sumNeighVertex+currentVertex;
OutVertexBuffer.Store3(currentIndex*SIZEOF_FLOAT3,asuint(currentVertex));
}
}
下一步,我想从 outVertexBuffer 获取数据并将它们赋值给 vertexArray GraphicsBuffer.GetData(Vector3[] array) 函数。
public void OnSmoothMeshLaplacian()
{
PrepareSmoothing();
var mesh = GetComponent<MeshFilter>().mesh;
Mesh testMesh = Instantiate(mesh);
GameObject.Find("Laplacian").GetComponent<MeshFilter>().sharedMesh = testMesh;
//testMesh = LaplacianFilter(testMesh, 5,1f);
Vector3[] vertexArray;
vertexArray = new Vector3[2*testMesh.vertices.Length];
var network = VertexConnection.BuildNetwork(testMesh.triangles);
RunSmoothingShader(smoothingShader.FindKernel("LaplacianSmooth"), testMesh.vertexCount);
outVertexBuffer.GetData(vertexArray);
testMesh.SetVertexBufferData(vertexArray, 0, 0, vertAndPosList.Length);
testMesh.RecalculateBounds();
Debug.Log("Mesh:" + mesh.bounds.size);
Debug.Log("Test Mesh:" + testMesh.bounds.size);
Debug.Log($"Shrinkage: {(mesh.bounds.size - testMesh.bounds.size).magnitude / mesh.bounds.size.magnitude * 100f}%");
}
我在getData函数后设置断点,查看数据,都是(0,0,0)。 我使用 RenderDoc 来检查缓冲区的工作方式,使用谷歌搜索着色器和主程序中使用的所有函数的文档,但没有任何解释可以解释这种缺乏分配数据的情况。 我想补充一点,当我也使用 inputBuffer 作为输出时,我会得到数据(逻辑上不正确,但仍然不是 (0,0,0)。
【问题讨论】:
标签: c# unity3d gpu hlsl compute-shader