using System; using System.Collections.Generic; using System.Text; namespace UnityEngine.Experimental.Rendering { /// /// Declares what should be generated in utility code. /// It will generate a compute shader and a C# class to use the compute shader with a ComputeBuffer /// /// Exemple: /// - I add a CopyOperation { sourceChannel = 4, targetChannel = 2, subscript = "zx" } /// => a Kernel will be generated to copy from a TextureRGBA the AR channels into a TextureRG /// => A method will be added to call the kernel in the C# class GPUCopy (SampleCopy_xyzw2zx) /// /// C# Exemple: /// // Initialize the gpucopy /// var gpuCopy = new CPUCopy(generatedComputeShaderAsset); /// /// CommandBuffer cmb = ... /// gpuCopy.SampleCopyChannel_xyzw2x(cmb, _SourceTexture, _TargetTexture, new Vector2(targetWidth, targetHeight)); /// /// Initialization: /// - You must set the generated ComputeShader as argument of the constructor of the generated GPUCopy C# class /// public class GPUCopyAsset : ScriptableObject { static string[] k_ChannelIDS = { "x", "xy", "xyz", "xyzw" }; const int k_KernelSize = 8; [Serializable] public struct CopyOperation { public string subscript; public int sourceChannel; public int targetChannel; } [SerializeField] CopyOperation[] m_CopyOperation = new CopyOperation[0]; public void Generate(out string computeShader, out string csharp) { var operations = m_CopyOperation; var sources = new HashSet(); var targets = new HashSet(); var cc = new StringBuilder(); // Compute Shader out var ccp = new StringBuilder(); // Compute properties var cck = new StringBuilder(); // Compute kernel var cs = new StringBuilder(); // CSharp out var csm = new StringBuilder(); // CSharp methods var csc = new StringBuilder(); // CSharp constructor var csp = new StringBuilder(); // CSharp properties for (var i = 0; i < operations.Length; i++) { var o = operations[i]; sources.Add(o.sourceChannel); targets.Add(o.targetChannel); } ccp.AppendLine(); foreach (var target in targets) { ccp.AppendLine(string.Format("RWTexture2D _Result{0};", target.ToString())); csm.AppendLine(string.Format(" static readonly int _Result{0} = Shader.PropertyToID(\"_Result{0}\");", target.ToString())); } ccp.AppendLine(); foreach (var source in sources) { ccp.AppendLine(string.Format("Texture2D _Source{0};", source.ToString())); csm.AppendLine(string.Format(" static readonly int _Source{0} = Shader.PropertyToID(\"_Source{0}\");", source.ToString())); } ccp.AppendLine(); csc.AppendLine(" public GPUCopy(ComputeShader shader)"); csc.AppendLine(" {"); csc.AppendLine(" m_Shader = shader;"); csm.AppendLine(" static readonly int _Size = Shader.PropertyToID(\"_Size\");"); for (var i = 0; i < operations.Length; i++) { var o = operations[i]; // Compute kernel var kernelName = string.Format("KSampleCopy{0}_{1}_{2}", o.sourceChannel.ToString(), o.targetChannel.ToString(), o.subscript); cck.AppendLine(string.Format("#pragma kernel {0}", kernelName)); cck.AppendLine(string.Format(@"[numthreads({0}, {0}, 1)]", k_KernelSize.ToString(), k_KernelSize.ToString())); cck.AppendLine(string.Format(@"void {0}(uint2 dispatchThreadId : SV_DispatchThreadID)", kernelName)); cck.AppendLine("{"); cck.AppendLine(string.Format(" _Result{0}[dispatchThreadId] = SAMPLE_TEXTURE2D_LOD(_Source{1}, sampler_LinearClamp, float2(dispatchThreadId) * _Size.zw, 0.0).{2};", o.targetChannel.ToString(), o.sourceChannel.ToString(), o.subscript)); cck.AppendLine("}"); cck.AppendLine(); // CSharp kernel index var channelName = k_ChannelIDS[o.sourceChannel - 1]; var kernelIndexName = string.Format("k_SampleKernel_{0}2{1}", channelName, o.subscript); csp.AppendLine(string.Format(" int {0};", kernelIndexName)); // CSharp constructor csc.AppendLine(string.Format(" {0} = m_Shader.FindKernel(\"{1}\");", kernelIndexName, kernelName)); // CSharp method csm.AppendLine(string.Format(@" public void SampleCopyChannel_{0}2{1}(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, Vector2 size)", channelName, o.subscript)); csm.AppendLine(" {"); csm.AppendLine(" var s = new Vector4(size.x, size.y, 1f / size.x, 1f / size.y);"); csm.AppendLine(" cmd.SetComputeVectorParam(m_Shader, _Size, s);"); csm.AppendLine(string.Format(" cmd.SetComputeTextureParam(m_Shader, {0}, _Source{1}, source);", kernelIndexName, o.sourceChannel.ToString())); csm.AppendLine(string.Format(" cmd.SetComputeTextureParam(m_Shader, {0}, _Result{1}, target);", kernelIndexName, o.targetChannel.ToString())); csm.AppendLine(string.Format(" cmd.DispatchCompute(m_Shader, {0}, (int)Mathf.Max((size.x) / {1}, 1), (int)Mathf.Max((size.y) / {1}, 1), 1);", kernelIndexName, k_KernelSize.ToString())); csm.AppendLine(" }"); } csc.AppendLine(" }"); // Compute Shader cc.AppendLine(@"// Autogenerated file. Do not edit by hand"); cc.AppendLine(); cc.AppendLine(@"#include ""../ShaderLibrary/Common.hlsl"""); cc.AppendLine(); cc.AppendLine(@"SamplerState sampler_LinearClamp;"); cc.AppendLine(); cc.AppendLine(@"CBUFFER_START(cb)"); cc.AppendLine(@" float4 _Size;"); cc.AppendLine(@"CBUFFER_END"); cc.AppendLine(ccp.ToString()); // Properties cc.AppendLine(cck.ToString()); // Kernels // CSharp cs.AppendLine(@"// Autogenerated file. Do not edit by hand"); cs.AppendLine(@"using System;"); cs.AppendLine(@"using UnityEngine.Rendering;"); cs.AppendLine(); cs.AppendLine(@"namespace UnityEngine.Experimental.Rendering"); cs.AppendLine("{"); cs.AppendLine(" public class GPUCopy"); cs.AppendLine(" {"); cs.AppendLine(" ComputeShader m_Shader;"); cs.AppendLine(csp.ToString()); // Properties cs.AppendLine(csc.ToString()); // Constructor cs.AppendLine(csm.ToString()); // methods cs.AppendLine(" }"); cs.AppendLine("}"); computeShader = cc.ToString(); csharp = cs.ToString(); } void OnValidate() { for (var i = 0; i < m_CopyOperation.Length; i++) { var o = m_CopyOperation[i]; o.sourceChannel = Mathf.Clamp(o.sourceChannel, 1, k_ChannelIDS.Length); o.targetChannel = Mathf.Clamp(o.targetChannel, 1, k_ChannelIDS.Length); m_CopyOperation[i] = o; } } } }