Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Samples~ /URPRenderGraphSamples /Compute /ComputeRendererFeature.cs
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Rendering.RenderGraphModule; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| // This RendererFeature shows how a compute shader can be used together with RenderGraph. | |
| // What this example doesn't show is that it can run together with render passes. If the | |
| // compute shader is using resources which are also used by render passes then a dependency | |
| // between the passes are created as they would have done for two render passes. | |
| public class ComputeRendererFeature : ScriptableRendererFeature | |
| { | |
| // We will treat the compute pass as a normal Scriptable Render Pass. | |
| class ComputePass : ScriptableRenderPass | |
| { | |
| // Compute shader. | |
| ComputeShader cs; | |
| // Compute buffers: | |
| GraphicsBuffer inputBuffer; | |
| GraphicsBuffer outputBuffer; | |
| // Reflection of the data output. I use a preallocated list to avoid memory | |
| // allocations each frame. | |
| int[] outputData = new int[20]; | |
| // Constructor is used to initialize the compute buffers. | |
| public ComputePass() | |
| { | |
| BufferDesc desc = new BufferDesc(20, sizeof(int)); | |
| inputBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, 20, sizeof(int)); | |
| var list = new List<int>(); | |
| for (int i = 0; i < 20; i++) | |
| { | |
| list.Add(i); | |
| } | |
| inputBuffer.SetData(list); | |
| outputBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, 20, sizeof(int)); | |
| // We don't need to initialize the output normaly with data but I read the | |
| // buffer from the start when each frame is starting to look at last frames result. | |
| outputBuffer.SetData(list); | |
| } | |
| // Setup function to transfer the compute shader from the renderer feature to | |
| // the render pass. | |
| public void Setup(ComputeShader cs) | |
| { | |
| this.cs = cs; | |
| } | |
| // PassData is used to pass data when recording to the execution of the pass. | |
| class PassData | |
| { | |
| // Compute shader. | |
| public ComputeShader cs; | |
| // Buffer handles for the compute buffers. | |
| public BufferHandle input; | |
| public BufferHandle output; | |
| } | |
| // Records a render graph render pass which blits the BlitData's active texture back to the camera's color attachment. | |
| public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) | |
| { | |
| // Last frame data should be done. Retrive the data if valid. | |
| outputBuffer.GetData(outputData); | |
| Debug.Log($"Output from compute shader: {string.Join(", ", outputData)}"); | |
| // We need to import buffers when they are created outside of the render graph. | |
| BufferHandle inputHandle = renderGraph.ImportBuffer(inputBuffer); | |
| BufferHandle outputHandle = renderGraph.ImportBuffer(outputBuffer); | |
| // Starts the recording of the render graph pass given the name of the pass | |
| // and outputting the data used to pass data to the execution of the render function. | |
| // Notice that we use "AddComputePass" when we are working with compute. | |
| using (var builder = renderGraph.AddComputePass("ComputePass", out PassData passData)) | |
| { | |
| // Set the pass data so the data can be transfered from the recording to the execution. | |
| passData.cs = cs; | |
| passData.input = inputHandle; | |
| passData.output = outputHandle; | |
| // UseBuffer is used to setup render graph dependencies together with read and write flags. | |
| builder.UseBuffer(passData.input); | |
| builder.UseBuffer(passData.output, AccessFlags.Write); | |
| // The execution function is also call SetRenderfunc for compute passes. | |
| builder.SetRenderFunc((PassData data, ComputeGraphContext cgContext) => ExecutePass(data, cgContext)); | |
| } | |
| } | |
| // ExecutePass is the render function set in the render graph recordings. | |
| // This is good practice to avoid using variables outside of the lambda it is called from. | |
| // It is static to avoid using member variables which could cause unintended behaviour. | |
| static void ExecutePass(PassData data, ComputeGraphContext cgContext) | |
| { | |
| // Attaches the compute buffers. | |
| cgContext.cmd.SetComputeBufferParam(data.cs, data.cs.FindKernel("CSMain"), "inputData", data.input); | |
| cgContext.cmd.SetComputeBufferParam(data.cs, data.cs.FindKernel("CSMain"), "outputData", data.output); | |
| // Dispaches the compute shader with a given kernel as entrypoint. | |
| // The amount of thread groups determine how many groups to execute of the kernel. | |
| cgContext.cmd.DispatchCompute(data.cs, data.cs.FindKernel("CSMain"), 1, 1, 1); | |
| } | |
| } | |
| [] | |
| ComputeShader computeShader; | |
| ComputePass m_ComputePass; | |
| /// <inheritdoc/> | |
| public override void Create() | |
| { | |
| // Initialize the compute pass. | |
| m_ComputePass = new ComputePass(); | |
| // Sets the renderer feature to execute before rendering. | |
| m_ComputePass.renderPassEvent = RenderPassEvent.BeforeRendering; | |
| } | |
| // Here you can inject one or multiple render passes in the renderer. | |
| // This method is called when setting up the renderer once per-camera. | |
| public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) | |
| { | |
| // Check if the system support compute shaders, if not make an early exit. | |
| if (!SystemInfo.supportsComputeShaders) | |
| { | |
| Debug.LogWarning("Device does not support compute shaders. The pass will be skipped."); | |
| return; | |
| } | |
| // Skip the render pass if the compute shader is null. | |
| if (computeShader == null) | |
| { | |
| Debug.LogWarning("The compute shader is null. The pass will be skipped."); | |
| return; | |
| } | |
| // Call Setup on the render pass and transfer the compute shader. | |
| m_ComputePass.Setup(computeShader); | |
| // Enqueue the compute pass. | |
| renderer.EnqueuePass(m_ComputePass); | |
| } | |
| } | |