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116 行
4.3 KiB
116 行
4.3 KiB
using System;
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using System.Linq;
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using Unity.Collections;
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using Unity.Simulation;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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namespace UnityEngine.Perception.GroundTruth
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{
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/// <summary>
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/// RenderTextureReader reads a RenderTexture from the GPU each frame and passes the data back through a provided callback.
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/// </summary>
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/// <typeparam name="T">The type of the raw texture data to be provided.</typeparam>
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public class RenderTextureReader<T> : IDisposable where T : struct
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{
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RenderTexture m_Source;
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Action<int, NativeArray<T>, RenderTexture> m_ImageReadCallback;
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int m_NextFrameToCapture;
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Texture2D m_CpuTexture;
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Camera m_CameraRenderingToSource;
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/// <summary>
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/// Creates a new <see cref="RenderTextureReader{T}"/> for the given <see cref="RenderTexture"/>, <see cref="Camera"/>, and image readback callback
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/// </summary>
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/// <param name="source">The <see cref="RenderTexture"/> to read from.</param>
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/// <param name="cameraRenderingToSource">The <see cref="Camera"/> which renders to the given renderTexture. This is used to determine when to read from the texture.</param>
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/// <param name="imageReadCallback">The callback to call after reading the texture</param>
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public RenderTextureReader(RenderTexture source, Camera cameraRenderingToSource, Action<int, NativeArray<T>, RenderTexture> imageReadCallback)
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{
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this.m_Source = source;
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this.m_ImageReadCallback = imageReadCallback;
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this.m_CameraRenderingToSource = cameraRenderingToSource;
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m_NextFrameToCapture = Time.frameCount;
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RenderPipelineManager.endFrameRendering += OnEndFrameRendering;
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}
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void OnEndFrameRendering(ScriptableRenderContext context, Camera[] cameras)
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{
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#if UNITY_EDITOR
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if (UnityEditor.EditorApplication.isPaused)
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return;
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#endif
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if (!cameras.Contains(m_CameraRenderingToSource))
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return;
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if (m_NextFrameToCapture > Time.frameCount)
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return;
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m_NextFrameToCapture = Time.frameCount + 1;
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if (!GraphicsUtilities.SupportsAsyncReadback())
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{
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RenderTexture.active = m_Source;
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if (m_CpuTexture == null)
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m_CpuTexture = new Texture2D(m_Source.width, m_Source.height, m_Source.graphicsFormat, TextureCreationFlags.None);
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m_CpuTexture.ReadPixels(new Rect(
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Vector2.zero,
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new Vector2(m_Source.width, m_Source.height)),
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0, 0);
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RenderTexture.active = null;
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var data = m_CpuTexture.GetRawTextureData<T>();
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m_ImageReadCallback(Time.frameCount, data, m_Source);
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return;
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}
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else
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{
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var commandBuffer = CommandBufferPool.Get("RenderTextureReader");
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var frameCount = Time.frameCount;
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commandBuffer.RequestAsyncReadback(m_Source, r => OnGpuReadback(r, frameCount));
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context.ExecuteCommandBuffer(commandBuffer);
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context.Submit();
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CommandBufferPool.Release(commandBuffer);
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}
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}
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void OnGpuReadback(AsyncGPUReadbackRequest request, int frameCount)
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{
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if (request.hasError)
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{
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Debug.LogError("Error reading segmentation image from GPU");
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}
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else if (request.done && m_ImageReadCallback != null)
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{
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m_ImageReadCallback(frameCount, request.GetData<T>(), m_Source);
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}
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}
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/// <summary>
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/// Synchronously wait for all image requests to complete.
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/// </summary>
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public void WaitForAllImages()
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{
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AsyncGPUReadback.WaitAllRequests();
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}
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/// <summary>
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/// Shut down the reader, waiting for all requests to return.
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/// </summary>
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public void Dispose()
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{
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WaitForAllImages();
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RenderPipelineManager.endFrameRendering -= OnEndFrameRendering;
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if (m_CpuTexture != null)
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{
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Object.Destroy(m_CpuTexture);
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m_CpuTexture = null;
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}
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}
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}
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}
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