接上一篇:https://www.cnblogs.com/hont/p/10122129.html
除了Append类型对应的Consume/AppendStructuredBuffer还有一个Counter类型可以进行计数操作。
那么测试一下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class ComputeShaderTest : MonoBehaviour
{
public ComputeShader computeShader; void Awake()
{
var kernelID = computeShader.FindKernel("CSMain");
var counterBuffer = new ComputeBuffer(, sizeof(int), ComputeBufferType.Counter);
counterBuffer.SetCounterValue(); computeShader.SetBuffer(kernelID, "counter", counterBuffer);
computeShader.Dispatch(kernelID, , , ); var argBuffer = new ComputeBuffer(, sizeof(int), ComputeBufferType.IndirectArguments);
ComputeBuffer.CopyCount(counterBuffer, argBuffer, );
//通过这个方法拿到第一个数据。 int[] counter = new int[] { };
argBuffer.GetData(counter); int count = counter[]; Debug.Log("count: " + count); argBuffer.Release();
counterBuffer.Dispose();
}
}
computer shader:
#pragma kernel CSMain RWStructuredBuffer<int> counter; [numthreads(, , )]
void CSMain(uint3 id : SV_DispatchThreadID)
{
if (id.x == || id.x == || id.x == )
{
//counter.IncrementCounter();
counter.DecrementCounter();
}
}
测试的是DecrementCounter最终打印2。
另外需要注意,如果在同一个csmain里同时进行加减操作则会报错:
RWStructuredBuffers may increment or decrement their counters, but not both. at kernel CSMain