144 lines
6.2 KiB
C#
144 lines
6.2 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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// This RendererFeature shows how a compute shader can be used together with RenderGraph.
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// What this example doesn't show is that it can run together with render passes. If the
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// compute shader is using resources which are also used by render passes then a dependency
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// between the passes are created as they would have done for two render passes.
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public class ComputeRendererFeature : ScriptableRendererFeature
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{
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// We will treat the compute pass as a normal Scriptable Render Pass.
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class ComputePass : ScriptableRenderPass
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{
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// Compute shader.
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ComputeShader cs;
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// Compute buffers:
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GraphicsBuffer inputBuffer;
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GraphicsBuffer outputBuffer;
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// Reflection of the data output. I use a preallocated list to avoid memory
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// allocations each frame.
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int[] outputData = new int[20];
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// Constructor is used to initialize the compute buffers.
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public ComputePass()
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{
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BufferDesc desc = new BufferDesc(20, sizeof(int));
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inputBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, 20, sizeof(int));
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var list = new List<int>();
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for (int i = 0; i < 20; i++)
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{
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list.Add(i);
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}
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inputBuffer.SetData(list);
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outputBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, 20, sizeof(int));
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// We don't need to initialize the output normaly with data but I read the
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// buffer from the start when each frame is starting to look at last frames result.
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outputBuffer.SetData(list);
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}
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// Setup function to transfer the compute shader from the renderer feature to
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// the render pass.
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public void Setup(ComputeShader cs)
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{
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this.cs = cs;
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}
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// PassData is used to pass data when recording to the execution of the pass.
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class PassData
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{
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// Compute shader.
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public ComputeShader cs;
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// Buffer handles for the compute buffers.
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public BufferHandle input;
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public BufferHandle output;
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}
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// Records a render graph render pass which blits the BlitData's active texture back to the camera's color attachment.
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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// Last frame data should be done. Retrive the data if valid.
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outputBuffer.GetData(outputData);
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Debug.Log($"Output from compute shader: {string.Join(", ", outputData)}");
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// We need to import buffers when they are created outside of the render graph.
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BufferHandle inputHandle = renderGraph.ImportBuffer(inputBuffer);
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BufferHandle outputHandle = renderGraph.ImportBuffer(outputBuffer);
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// Starts the recording of the render graph pass given the name of the pass
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// and outputting the data used to pass data to the execution of the render function.
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// Notice that we use "AddComputePass" when we are working with compute.
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using (var builder = renderGraph.AddComputePass("ComputePass", out PassData passData))
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{
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// Set the pass data so the data can be transfered from the recording to the execution.
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passData.cs = cs;
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passData.input = inputHandle;
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passData.output = outputHandle;
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// UseBuffer is used to setup render graph dependencies together with read and write flags.
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builder.UseBuffer(passData.input);
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builder.UseBuffer(passData.output, AccessFlags.Write);
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// The execution function is also call SetRenderfunc for compute passes.
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builder.SetRenderFunc((PassData data, ComputeGraphContext cgContext) => ExecutePass(data, cgContext));
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}
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}
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// ExecutePass is the render function set in the render graph recordings.
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// This is good practice to avoid using variables outside of the lambda it is called from.
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// It is static to avoid using member variables which could cause unintended behaviour.
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static void ExecutePass(PassData data, ComputeGraphContext cgContext)
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{
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// Attaches the compute buffers.
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cgContext.cmd.SetComputeBufferParam(data.cs, data.cs.FindKernel("CSMain"), "inputData", data.input);
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cgContext.cmd.SetComputeBufferParam(data.cs, data.cs.FindKernel("CSMain"), "outputData", data.output);
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// Dispaches the compute shader with a given kernel as entrypoint.
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// The amount of thread groups determine how many groups to execute of the kernel.
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cgContext.cmd.DispatchCompute(data.cs, data.cs.FindKernel("CSMain"), 1, 1, 1);
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}
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}
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[SerializeField]
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ComputeShader computeShader;
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ComputePass m_ComputePass;
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/// <inheritdoc/>
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public override void Create()
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{
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// Initialize the compute pass.
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m_ComputePass = new ComputePass();
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// Sets the renderer feature to execute before rendering.
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m_ComputePass.renderPassEvent = RenderPassEvent.BeforeRendering;
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}
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// Here you can inject one or multiple render passes in the renderer.
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// This method is called when setting up the renderer once per-camera.
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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// Check if the system support compute shaders, if not make an early exit.
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if (!SystemInfo.supportsComputeShaders)
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{
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Debug.LogWarning("Device does not support compute shaders. The pass will be skipped.");
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return;
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}
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// Skip the render pass if the compute shader is null.
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if (computeShader == null)
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{
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Debug.LogWarning("The compute shader is null. The pass will be skipped.");
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return;
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}
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// Call Setup on the render pass and transfer the compute shader.
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m_ComputePass.Setup(computeShader);
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// Enqueue the compute pass.
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renderer.EnqueuePass(m_ComputePass);
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}
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}
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