您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
103 行
3.8 KiB
103 行
3.8 KiB
using System;
|
|
using System.Linq;
|
|
using Unity.Collections;
|
|
using Unity.Simulation;
|
|
using UnityEngine.Experimental.Rendering;
|
|
using UnityEngine.Rendering;
|
|
|
|
namespace UnityEngine.Perception.GroundTruth
|
|
{
|
|
/// <summary>
|
|
/// RenderTextureReader reads a RenderTexture from the GPU whenever Capture is called and passes the data back through a provided callback.
|
|
/// </summary>
|
|
/// <typeparam name="T">The type of the raw texture data to be provided.</typeparam>
|
|
class RenderTextureReader<T> : IDisposable where T : struct
|
|
{
|
|
RenderTexture m_Source;
|
|
Texture2D m_CpuTexture;
|
|
|
|
/// <summary>
|
|
/// Creates a new <see cref="RenderTextureReader{T}"/> for the given <see cref="RenderTexture"/>, <see cref="Camera"/>, and image readback callback
|
|
/// </summary>
|
|
/// <param name="source">The <see cref="RenderTexture"/> to read from.</param>
|
|
public RenderTextureReader(RenderTexture source)
|
|
{
|
|
m_Source = source;
|
|
}
|
|
|
|
public void Capture(ScriptableRenderContext context, Action<int, NativeArray<T>, RenderTexture> imageReadCallback)
|
|
{
|
|
if (!GraphicsUtilities.SupportsAsyncReadback())
|
|
{
|
|
RenderTexture.active = m_Source;
|
|
|
|
if (m_CpuTexture == null || m_CpuTexture.width != m_Source.width || m_CpuTexture.height != m_Source.height)
|
|
{
|
|
if (m_CpuTexture != null)
|
|
m_CpuTexture.Resize(m_Source.width, m_Source.height);
|
|
|
|
m_CpuTexture = new Texture2D(m_Source.width, m_Source.height, m_Source.graphicsFormat, TextureCreationFlags.None);
|
|
}
|
|
|
|
m_CpuTexture.ReadPixels(new Rect(
|
|
Vector2.zero,
|
|
new Vector2(m_Source.width, m_Source.height)),
|
|
0, 0);
|
|
RenderTexture.active = null;
|
|
var data = m_CpuTexture.GetRawTextureData<T>();
|
|
imageReadCallback(Time.frameCount, data, m_Source);
|
|
}
|
|
else
|
|
{
|
|
var commandBuffer = CommandBufferPool.Get("RenderTextureReader");
|
|
var frameCount = Time.frameCount;
|
|
commandBuffer.RequestAsyncReadback(m_Source, r => OnGpuReadback(r, frameCount, imageReadCallback));
|
|
context.ExecuteCommandBuffer(commandBuffer);
|
|
context.Submit();
|
|
CommandBufferPool.Release(commandBuffer);
|
|
}
|
|
}
|
|
|
|
void OnGpuReadback(AsyncGPUReadbackRequest request, int frameCount,
|
|
Action<int, NativeArray<T>, RenderTexture> imageReadCallback)
|
|
{
|
|
if (request.hasError)
|
|
{
|
|
Debug.LogError("Error reading segmentation image from GPU");
|
|
}
|
|
else if (request.done && imageReadCallback != null)
|
|
{
|
|
imageReadCallback(frameCount, request.GetData<T>(), m_Source);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Synchronously wait for all image requests to complete.
|
|
/// </summary>
|
|
public void WaitForAllImages()
|
|
{
|
|
AsyncGPUReadback.WaitAllRequests();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shut down the reader, waiting for all requests to return.
|
|
/// </summary>
|
|
public void Dispose() => Dispose(true);
|
|
|
|
/// <summary>
|
|
/// Shut down the reader, optionally waiting for all requests to return.
|
|
/// </summary>
|
|
/// <param name="waitForAllImages">Whether this should block on waiting for asynchronous readbacks</param>
|
|
public void Dispose(bool waitForAllImages)
|
|
{
|
|
if (waitForAllImages)
|
|
WaitForAllImages();
|
|
|
|
if (m_CpuTexture != null)
|
|
{
|
|
Object.Destroy(m_CpuTexture);
|
|
m_CpuTexture = null;
|
|
}
|
|
}
|
|
}
|
|
}
|