Unity计算着色器同步

4
我今天需要你的帮助!我开始使用计算着色器进行非常简单的运用: 我有一个深度相机,想要计算靠近相机的物体的包围盒。
但是我需要处理的像素点太多了,所以我想使用GPGPU、计算着色器和并行化来实现这一计算。
目前我遇到了一个问题,当我运行程序时,我的最小坐标和最大坐标是相同的。所以我认为所有的组和线程同时写入我的StructuredBuffers。
你知道如何解决吗?
这里是我的计算着色器代码:
#pragma kernel ComputeBoundingBox

//We define the size of a group in the x, y and z directions, y and z direction will just be one (because 1D array is used for depthData)
#define thread_group_size_x 1024
#define thread_group_size_y 1
#define thread_group_size_z 1
//Size of the depthData picture
#define width 512;
#define height 424;

//DataBuffer = depthData of the camera
//minBuffer, maxBuffer, array of size 3 with min/max x, y and z
//mask = image area to process
RWStructuredBuffer<float> dataBuffer;
globallycoherent RWStructuredBuffer<float>minBuffer;
globallycoherent RWStructuredBuffer<float> maxBuffer;
RWStructuredBuffer<float> mask;


float xValue = 0, yValue = 0, zValue = 0;

[numthreads(thread_group_size_x, thread_group_size_y, thread_group_size_z)]
void ComputeBoundingBox(uint3 id : SV_DispatchThreadID)
{
    //xValue and yValue = [X,Y] index in 2D
    //zValue = depthValue of [X,Y] index
    xValue = (id.x + 1) % width;
    yValue = (id.x + 1) / width;
    zValue = dataBuffer[id.x];

    if (mask[id.x] > 0.49)
    {
        if (zValue > 500 && zValue < 1500)
        {
            if (xValue < minBuffer[0])
                minBuffer[0] = xValue;
            else if (xValue > maxBuffer[0])
                maxBuffer[0] = xValue;
            if (yValue < minBuffer[1])
                minBuffer[1] = yValue;
            else if (yValue > maxBuffer[1])
                maxBuffer[1] = yValue;
            if (zValue < minBuffer[2])
                minBuffer[2] = zValue;
            else if (zValue > maxBuffer[2])
                maxBuffer[2] = zValue;
        }
    }
}

这里是调用计算着色器的代码部分:
void RunShader()
    {
        dataBuffer.SetData(depthDataFloat);
        minDataBuffer.SetData(reinitialiseMinBuffer);
        maxDataBuffer.SetData(reinitialiseMaxBuffer);
        maskBuffer.SetData(mask);

        computeShader.SetBuffer(_kernel, "dataBuffer", dataBuffer);
        computeShader.SetBuffer(_kernel, "minBuffer", minDataBuffer);
        computeShader.SetBuffer(_kernel, "maxBuffer", maxDataBuffer);
        computeShader.SetBuffer(_kernel, "mask", maskBuffer);

        computeShader.Dispatch(_kernel, 212, 1, 1);
    }
1个回答

1
在您的情况下,您不处理数据竞争,因此多个线程可以在同一位置写入。
为了确保您的写入是原子的,您需要使用交错函数。这些函数仅适用于uint,但在您的情况下(假设深度数据始终> 0),float的二进制比较将匹配其值的比较。
以下是修改后的着色器:
#pragma kernel ComputeBoundingBox

#define thread_group_size_x 1024
#define thread_group_size_y 1
#define thread_group_size_z 1
//Size of the depthData picture
#define width 512;
#define height 424;

//DataBuffer = depthData of the camera
//minBuffer, maxBuffer, array of size 3 with min/max x, y and z
//mask = image area to process
StructuredBuffer<float> dataBuffer;
RWStructuredBuffer<float>minBuffer;
RWStructuredBuffer<float> maxBuffer;
StructuredBuffer<float> mask;

[numthreads(thread_group_size_x, thread_group_size_y, thread_group_size_z)]
void ComputeBoundingBox(uint3 id : SV_DispatchThreadID)
{
    //xValue and yValue = [X,Y] index in 2D
    //zValue = depthValue of [X,Y] index
    uint xValue = (id.x + 1) % width;
    uint yValue = (id.x + 1) / width;
    uint zValue = asuint(dataBuffer[id.x]);

    if (mask[id.x] > 0.49)
    {
        if (zValue > 500 && zValue < 1500)
        {
             uint oldValue;
             InterlockedMin(minBuffer[0],xValue,oldValue); 
             InterlockedMax(maxBuffer[0],xValue,oldValue); 

             InterlockedMin(minBuffer[1],yValue,oldValue); 
             InterlockedMax(maxBuffer[1],yValue,oldValue);

             InterlockedMin(minBuffer[2],zValue,oldValue); 
             InterlockedMax(maxBuffer[2],zValue,oldValue);
        }
    }
}

我把dataBuffer和mask也设为StructuredBuffers(因为你只是读取它们,绑定成这样通常更快)。
而且你需要确保在调用着色器前,先用合适的值清除min/max缓冲区。
这可以通过一个简单的计算着色器来完成(调度单个线程即可)。
RWStructuredBuffer<float> minBuffer;
RWStructuredBuffer<float> maxBuffer;

[numthreads(1, 1, 1)]
void ClearBuffers(uint3 id : SV_DispatchThreadID)
{
     uint maxUint = 0xffffffff;
     uint minUint = 0;
     minBuffer[0]= asfloat(maxUint);
     minBuffer[1]= asfloat(maxUint);
     minBuffer[2]= asfloat(maxUint);

     maxBuffer[0]= asfloat(minUint);
     maxBuffer[1]= asfloat(minUint);
     maxBuffer[2]= asfloat(minUint);
}

请注意,在这种情况下,uint/float别名将起作用,因此您不需要执行任何转换。

网页内容由stack overflow 提供, 点击上面的
可以查看英文原文,
原文链接