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153 行
7.1 KiB
153 行
7.1 KiB
using System;
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using System.Collections.Generic;
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using System.Text;
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namespace UnityEngine.Experimental.Rendering
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{
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/// <summary>
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/// Declares what should be generated in utility code.
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/// It will generate a compute shader and a C# class to use the compute shader with a ComputeBuffer
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///
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/// Exemple:
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/// - I add a CopyOperation { sourceChannel = 4, targetChannel = 2, subscript = "zx" }
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/// => a Kernel will be generated to copy from a TextureRGBA the AR channels into a TextureRG
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/// => A method will be added to call the kernel in the C# class GPUCopy (SampleCopy_xyzw2zx)
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///
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/// C# Exemple:
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/// // Initialize the gpucopy
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/// var gpuCopy = new CPUCopy(generatedComputeShaderAsset);
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///
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/// CommandBuffer cmb = ...
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/// gpuCopy.SampleCopyChannel_xyzw2x(cmb, _SourceTexture, _TargetTexture, new Vector2(targetWidth, targetHeight));
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///
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/// Initialization:
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/// - You must set the generated ComputeShader as argument of the constructor of the generated GPUCopy C# class
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/// </summary>
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public class GPUCopyAsset : ScriptableObject
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{
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static string[] k_ChannelIDS = { "x", "xy", "xyz", "xyzw" };
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const int k_KernelSize = 8;
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[Serializable]
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public struct CopyOperation
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{
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public string subscript;
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public int sourceChannel;
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public int targetChannel;
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}
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[SerializeField]
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CopyOperation[] m_CopyOperation = new CopyOperation[0];
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public void Generate(out string computeShader, out string csharp)
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{
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var operations = m_CopyOperation;
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var sources = new HashSet<int>();
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var targets = new HashSet<int>();
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var cc = new StringBuilder(); // Compute Shader out
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var ccp = new StringBuilder(); // Compute properties
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var cck = new StringBuilder(); // Compute kernel
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var cs = new StringBuilder(); // CSharp out
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var csm = new StringBuilder(); // CSharp methods
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var csc = new StringBuilder(); // CSharp constructor
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var csp = new StringBuilder(); // CSharp properties
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for (var i = 0; i < operations.Length; i++)
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{
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var o = operations[i];
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sources.Add(o.sourceChannel);
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targets.Add(o.targetChannel);
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}
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ccp.AppendLine();
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foreach (var target in targets)
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{
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ccp.AppendLine(string.Format("RWTexture2D<float{0}> _Result{0};", target.ToString()));
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csm.AppendLine(string.Format(" static readonly int _Result{0} = Shader.PropertyToID(\"_Result{0}\");", target.ToString()));
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}
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ccp.AppendLine();
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foreach (var source in sources)
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{
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ccp.AppendLine(string.Format("Texture2D<float{0}> _Source{0};", source.ToString()));
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csm.AppendLine(string.Format(" static readonly int _Source{0} = Shader.PropertyToID(\"_Source{0}\");", source.ToString()));
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}
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ccp.AppendLine();
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csc.AppendLine(" public GPUCopy(ComputeShader shader)");
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csc.AppendLine(" {");
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csc.AppendLine(" m_Shader = shader;");
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for (var i = 0; i < operations.Length; i++)
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{
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var o = operations[i];
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// Compute kernel
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var kernelName = string.Format("KSampleCopy{0}_{1}_{2}", o.sourceChannel.ToString(), o.targetChannel.ToString(), o.subscript);
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cck.AppendLine(string.Format("#pragma kernel {0}", kernelName));
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cck.AppendLine(string.Format(@"[numthreads({0}, {0}, 1)]",
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k_KernelSize.ToString(), k_KernelSize.ToString()));
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cck.AppendLine(string.Format(@"void {0}(uint2 dispatchThreadId : SV_DispatchThreadID)", kernelName));
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cck.AppendLine("{");
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cck.AppendLine(string.Format(" _Result{0}[dispatchThreadId] = LOAD_TEXTURE2D(_Source{1}, dispatchThreadId).{2};",
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o.targetChannel.ToString(), o.sourceChannel.ToString(), o.subscript));
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cck.AppendLine("}");
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cck.AppendLine();
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// CSharp kernel index
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var channelName = k_ChannelIDS[o.sourceChannel - 1];
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var kernelIndexName = string.Format("k_SampleKernel_{0}2{1}", channelName, o.subscript);
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csp.AppendLine(string.Format(" int {0};", kernelIndexName));
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// CSharp constructor
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csc.AppendLine(string.Format(" {0} = m_Shader.FindKernel(\"{1}\");", kernelIndexName, kernelName));
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// CSharp method
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csm.AppendLine(string.Format(@" public void SampleCopyChannel_{0}2{1}(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, Vector2 size)", channelName, o.subscript));
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csm.AppendLine(" {");
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csm.AppendLine(string.Format(" cmd.SetComputeTextureParam(m_Shader, {0}, _Source{1}, source);", kernelIndexName, o.sourceChannel.ToString()));
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csm.AppendLine(string.Format(" cmd.SetComputeTextureParam(m_Shader, {0}, _Result{1}, target);", kernelIndexName, o.targetChannel.ToString()));
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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()));
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csm.AppendLine(" }");
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}
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csc.AppendLine(" }");
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// Compute Shader
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cc.AppendLine(@"// Autogenerated file. Do not edit by hand");
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cc.AppendLine();
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cc.AppendLine(@"#include ""../ShaderLibrary/Common.hlsl""");
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cc.AppendLine(ccp.ToString()); // Properties
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cc.AppendLine(cck.ToString()); // Kernels
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// CSharp
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cs.AppendLine(@"// Autogenerated file. Do not edit by hand");
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cs.AppendLine(@"using System;");
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cs.AppendLine(@"using UnityEngine.Rendering;");
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cs.AppendLine();
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cs.AppendLine(@"namespace UnityEngine.Experimental.Rendering");
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cs.AppendLine("{");
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cs.AppendLine(" public class GPUCopy");
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cs.AppendLine(" {");
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cs.AppendLine(" ComputeShader m_Shader;");
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cs.AppendLine(csp.ToString()); // Properties
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cs.AppendLine(csc.ToString()); // Constructor
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cs.AppendLine(csm.ToString()); // methods
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cs.AppendLine(" }");
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cs.AppendLine("}");
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computeShader = cc.ToString();
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csharp = cs.ToString();
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}
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void OnValidate()
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{
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for (var i = 0; i < m_CopyOperation.Length; i++)
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{
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var o = m_CopyOperation[i];
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o.sourceChannel = Mathf.Clamp(o.sourceChannel, 1, k_ChannelIDS.Length);
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o.targetChannel = Mathf.Clamp(o.targetChannel, 1, k_ChannelIDS.Length);
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m_CopyOperation[i] = o;
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}
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}
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}
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}
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