GPU 数据缓冲区,主要用于计算着色器。
ComputeShader 程序通常需要读取和写入内存缓冲区的任意数据。ComputeBuffer 类正是为此而设计的 - 您可以在脚本代码中创建和填充它们,并在计算着色器或常规着色器中使用它们。
计算缓冲区始终在计算着色器中受支持。可以使用 SystemInfo.supportsComputeShaders 在运行时查询计算着色器的支持情况。有关支持计算着色器的平台的更多信息,请参阅 计算着色器 手册页面。在常规图形着色器中,计算缓冲区的支持需要最低 着色器模型 4.5。
对于使用计数器的 ComputeBuffer,Metal 和 Vulkan 平台没有原生计数器,并使用单独的小型缓冲区在内部充当计数器。这些小型缓冲区与 ComputeBuffer 分开绑定,并计入可绑定缓冲区的限制(Metal 为 31,Vulkan 基于设备)。
在着色器端,具有默认 ComputeBufferType 的 ComputeBuffer 映射到 HLSL 中的 StructuredBuffer<T>
和 RWStructuredBuffer<T>
。
其他资源:ComputeShader 类、Shader.SetGlobalBuffer、Material.SetBuffer、计算着色器 概述。
ComputeBuffer | 创建计算缓冲区。 |
BeginWrite | 开始对缓冲区进行写入操作 |
EndWrite | 结束对缓冲区进行写入操作 |
GetData | 将缓冲区中的数据值读取到数组中。该数组只能使用可 blit 的类型。 |
GetNativeBufferPtr | 检索指向缓冲区的原生(底层图形 API)指针。 |
IsValid | 如果此计算缓冲区有效则返回 true,否则返回 false。 |
Release | 释放计算缓冲区。 |
SetCounterValue | 设置附加/使用缓冲区的计数器值。 |
SetData | 使用数组中的值设置缓冲区。 |
CopyCount | 将附加/使用缓冲区的计数器值复制到另一个缓冲区。 |
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