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C# UnityEngine.ComputeBuffer类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中UnityEngine.ComputeBuffer的典型用法代码示例。如果您正苦于以下问题:C# ComputeBuffer类的具体用法?C# ComputeBuffer怎么用?C# ComputeBuffer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



ComputeBuffer类属于UnityEngine命名空间,在下文中一共展示了ComputeBuffer类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: WallService

 public WallService(int capacity)
 {
     this.capacity = capacity;
     _colliders = new List<Transform>(capacity);
     _walls = new Wall[capacity];
     Walls = new ComputeBuffer(capacity, Marshal.SizeOf(typeof(Wall)));
     Walls.SetData(_walls);
 }
开发者ID:sugi-cho,项目名称:ParticlePhysics,代码行数:8,代码来源:WallService.cs


示例2: Start

    // Use this for initialization
    void Start()
    {
        Debug.Log("Population size: " + populationSize);
        int width = (int)Mathf.Round(Mathf.Sqrt(populationSize));
        int height = (int)Mathf.Round(Mathf.Sqrt(populationSize));

        testing = new ComputeBuffer(10, Marshal.SizeOf(typeof(Individual)));

        Debug.Log("Seed " + DateTime.Now.Millisecond);

        // Fill with random genome, and run first fitness test.
        int kernel = shader.FindKernel("InitializePopulation");
        DebugAux.Assert(kernel >= 0, "Couldn't find kernel: " + "InitializePopulation " + kernel);
        shader.SetBuffer(kernel, "Population", testing);
        shader.SetFloat("seed", DateTime.Now.Millisecond);
        shader.Dispatch(kernel, 32, 32, 1);

        Individual[] tes = new Individual[10];
        testing.GetData(tes);
        for (int i = 0; i < tes.Length; i++)
            Debug.Log(tes[i].genome + " " + tes[i].fitness);

        // Selection..
        /*kernel = shader.FindKernel("AllOnesFitness");
        DebugAux.Assert(kernel >= 0, "Couldn't find kernel: " + "AllOnesFitness " + kernel);
        shader.SetBuffer(kernel, "Population", testing);
        shader.Dispatch(kernel, 32, 32, 1);*/

        testing.Dispose();
    }
开发者ID:KalleSjostrom,项目名称:Genome,代码行数:31,代码来源:GeneticAlgorithmCS.cs


示例3: SplatGenVerticesPass

    public SplatGenVerticesPass()
    {
        base.LoadComputeShader("Assets/Shaders/splat_gen_vertices.compute");
        indexCounterBuffer = new ComputeBuffer(1, sizeof(int));
        nonemptyLeft = new ComputeBuffer(1, sizeof(int));

    }
开发者ID:Mymicky,项目名称:MarchingCubesUnity,代码行数:7,代码来源:SplatGenVerticesPass.cs


示例4: ConstantService

 public ConstantService(int capacity, ConstantData d)
 {
     _data = d;
     _dragCoeffData = new float[capacity];
     _dragCoeffs = new ComputeBuffer (capacity, Marshal.SizeOf (typeof(float)));
     CheckDragCoeffs();
 }
开发者ID:nobnak,项目名称:ParticlePhysics,代码行数:7,代码来源:ConstantService.cs


示例5: Init

    public void Init()
    {
        _numParticlesX = _particleGroupsX * kNumThreadsX;
        _numParticlesY = _particleGroupsY * kNumThreadsY;
        _numParticles = _numParticlesX * _numParticlesY;

        _currentCopiedVertices = 0;

        _particleMaterial = Resources.Load<Material>("GPUParticleMat");

        _computeShader = Resources.Load<ComputeShader>("ComputeShaders/GPUParticleUpdater");
        _kernelMoveParticles = _computeShader.FindKernel(kKernelMoveParticles);

        _particlesData = new Particle[_numParticles];
        InitBuffer(_particlesData);

        for (int i = 0; i < _particlesData.Length; ++i)
        {
            float id = ((float)i) / 10000.1f;
            CreateParticle(id);
        }

        // Set ComputeShader Parameters
        _particlesBuffer = new ComputeBuffer(_particlesData.Length, System.Runtime.InteropServices.Marshal.SizeOf(typeof(GPUParticleSystem.Particle)));
        _particlesBuffer.SetData(_particlesData);

        _computeShader.SetBuffer(_kernelMoveParticles, "_ParticlesBuffer", _particlesBuffer);

        _computeShader.SetFloat("_Width", _numParticlesX);
        _computeShader.SetFloat("_Height", _numParticlesY);

        // Set Shader Parameters
        _particleMaterial.SetBuffer("_ParticlesBuffer", _particlesBuffer);
    }
开发者ID:mqmtech,项目名称:ShadersDemo,代码行数:34,代码来源:GPUParticleSystem.cs


示例6: InitBuffers

    public void InitBuffers()
    {
        // Ingredient data
        if (ProteinColors == null) ProteinColors = new ComputeBuffer(NumIngredientsMax, 16);
        if (ProteinToggleFlags == null) ProteinToggleFlags = new ComputeBuffer(NumIngredientsMax, 4);

        // Instance data
        if (ProteinInstanceInfos == null) ProteinInstanceInfos = new ComputeBuffer(NumProteinInstancesMax, 16);
        if (ProteinInstanceCullFlags == null) ProteinInstanceCullFlags = new ComputeBuffer(NumProteinInstancesMax, 4);
        if (ProteinInstancePositions == null) ProteinInstancePositions = new ComputeBuffer(NumProteinInstancesMax, 16);
        if (ProteinInstanceRotations == null) ProteinInstanceRotations = new ComputeBuffer(NumProteinInstancesMax, 16);

        // Atom data
        if (ProteinAtomPositions == null) ProteinAtomPositions = new ComputeBuffer(NumProteinAtomMax, 16);
        if (ProteinAtomCount == null) ProteinAtomCount = new ComputeBuffer(NumIngredientsMax, 4);
        if (ProteinAtomStart == null) ProteinAtomStart = new ComputeBuffer(NumIngredientsMax, 4);

        // Cluster data
        if (ProteinClusterPositions == null) ProteinClusterPositions = new ComputeBuffer(NumProteinAtomMax, 16);
        if (ProteinClusterCount == null) ProteinClusterCount = new ComputeBuffer(NumIngredientsMax * 4, 4);
        if (ProteinClusterStart == null) ProteinClusterStart = new ComputeBuffer(NumIngredientsMax * 4, 4);

        // Lod data
        if (LodInfos == null) LodInfos = new ComputeBuffer(8, 16);

        // Sphere batch
        if (SphereBatchBuffer == null) SphereBatchBuffer = new ComputeBuffer(NumSphereBatchesMax, 16, ComputeBufferType.Append);
    }
开发者ID:illvisation,项目名称:cellVIEW_lite,代码行数:28,代码来源:ComputeBufferManager.cs


示例7: Awake

        void Awake()
        {
            var mf = prefab.GetComponent<MeshFilter>();
            var mesh = mf.sharedMesh;

            _indexBuf = new ComputeBuffer(mesh.triangles.Length, Marshal.SizeOf(mesh.triangles[0]));
            _indexBuf.SetData(mesh.triangles);

            _vertexBuf = new ComputeBuffer(mesh.vertices.Length, Marshal.SizeOf(mesh.vertices[0]));
            _vertexBuf.SetData(mesh.vertices);

            _uvBuf = new ComputeBuffer(mesh.uv.Length, Marshal.SizeOf(mesh.uv[0]));
            _uvBuf.SetData(mesh.uv);

            var gofab = new GameObject("Position");
            gofab.hideFlags = HideFlags.HideAndDontSave;
            _trs = GenerateRandom(gofab, count);
            _worlds = new float[16 * _trs.Length];
            _worldBuf = new ComputeBuffer(_trs.Length, 16 * Marshal.SizeOf(_worlds[0]));
            UpdateWorlds();

            _mat = new Material(prefab.renderer.sharedMaterial);
            _mat.SetBuffer(CS_INDEX_BUFFER, _indexBuf);
            _mat.SetBuffer(CS_VERTEX_BUFFER, _vertexBuf);
            _mat.SetBuffer(CS_UV_BUFFER, _uvBuf);
            _mat.SetBuffer(CS_WORLD_BUFFER, _worldBuf);
        }
开发者ID:nobnak,项目名称:InstancingExampleUnity,代码行数:27,代码来源:Instancing.cs


示例8: Start

    void Start()
    {
        ComputeBuffer buffer = new ComputeBuffer (4 * 4 * 2 * 2, sizeof(int));

        int kernel = shader.FindKernel ("CSMain2");

        shader.SetBuffer (kernel, "buffer2", buffer);

        shader.Dispatch (kernel, 2, 2, 1);

        int[] data = new int[4 * 4 * 2 * 2];

        buffer.GetData (data);

        for(int i = 0; i < 8; i++)
        {
            string line = "";
            for(int j = 0; j < 8; j++)
            {
                line += " " + data[j+i*8];
            }
            Debug.Log (line);
        }

        buffer.Release ();
    }
开发者ID:Appms,项目名称:GPGPU-Tests,代码行数:26,代码来源:KernelExample.cs


示例9: constructor

	static public int constructor(IntPtr l) {
		try {
			int argc = LuaDLL.lua_gettop(l);
			UnityEngine.ComputeBuffer o;
			if(argc==3){
				System.Int32 a1;
				checkType(l,2,out a1);
				System.Int32 a2;
				checkType(l,3,out a2);
				o=new UnityEngine.ComputeBuffer(a1,a2);
				pushValue(l,true);
				pushValue(l,o);
				return 2;
			}
			else if(argc==4){
				System.Int32 a1;
				checkType(l,2,out a1);
				System.Int32 a2;
				checkType(l,3,out a2);
				UnityEngine.ComputeBufferType a3;
				checkEnum(l,4,out a3);
				o=new UnityEngine.ComputeBuffer(a1,a2,a3);
				pushValue(l,true);
				pushValue(l,o);
				return 2;
			}
			return error(l,"New object failed.");
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
开发者ID:602147629,项目名称:2DPlatformer-SLua,代码行数:32,代码来源:Lua_UnityEngine_ComputeBuffer.cs


示例10: Awake

        protected override void Awake()
        {
            base.Awake();

            int tileSize = GetTileSize();
            int capacity = GetCapacity();

            for(int i = 0; i < capacity; i++)
            {
                ComputeBuffer buffer;

                switch((int)m_dataType)
                {
                    case (int)DATA_TYPE.FLOAT:
                        buffer = new ComputeBuffer(tileSize, sizeof(float) * m_channels, m_bufferType);
                        break;

                    case (int)DATA_TYPE.INT:
                        buffer = new ComputeBuffer(tileSize, sizeof(int) * m_channels, m_bufferType);
                        break;

                    case (int)DATA_TYPE.BYTE:
                        buffer = new ComputeBuffer(tileSize, sizeof(byte) * m_channels, m_bufferType);
                        break;

                    default:
                        buffer = new ComputeBuffer(tileSize, sizeof(float) * m_channels, m_bufferType);
                        break;
                };

                CBSlot slot = new CBSlot(this, buffer);

                AddSlot(i, slot);
            }
        }
开发者ID:Climberfx,项目名称:Scatterer,代码行数:35,代码来源:CBTileStorage.cs


示例11: DoInit

    void DoInit()
    {
        if(_particlesBuffer != null)
        {
            _particlesBuffer.Release();
            _particlesBuffer = null;
        }

        _particlesBuffer = new ComputeBuffer(_totalNumParticles, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ImageParticleEngine.ParticleData)) );
        _particlesPhysicsBuffer = new ComputeBuffer(_totalNumParticles, System.Runtime.InteropServices.Marshal.SizeOf(typeof(ImageParticleEngine.ParticlePhysicsData)) );

        _shaderCompute.SetBuffer(_initImageKernelId, "_ParticlesBuffer", _particlesBuffer);
        _shaderCompute.SetBuffer(_initImageKernelId, "_ParticlesPhysicsBuffer", _particlesPhysicsBuffer);

        _shaderCompute.SetBuffer(_updateParticlesKernel, "_ParticlesBuffer", _particlesBuffer);
        _shaderCompute.SetBuffer(_updateParticlesKernel, "_ParticlesPhysicsBuffer", _particlesPhysicsBuffer);

        _shaderCompute.SetVector("_ImageSize", new Vector4(_image.width, _image.height, 0f, 0f));
        _shaderCompute.SetTexture(_initImageKernelId, "_Image", _image);
        _shaderCompute.SetVector("_Position", transform.position);
        _shaderCompute.SetVector("_ParticleHalfSize", new Vector4(1f, 1f, 1f, 1f)*0.016f);
        _shaderCompute.SetInt("_ImageLayers", _imageLayers);

        _material.SetBuffer("_ParticlesBuffer", _particlesBuffer);
        _material.SetVector("_ImageSize", new Vector4(_image.width, _image.height, 0f, 0f));
        _material.SetVector("_ParticleHalfSize", new Vector4(1f, 1f, 0f, 1f)*0.016f);

        _shaderCompute.Dispatch(_initImageKernelId, _numThreadGroupsX, _numThreadGroupsY, _numThreadGroupsZ);
    }
开发者ID:mqmtech,项目名称:ShadersDemo,代码行数:29,代码来源:ImageParticleEngine.cs


示例12: InitializeSimulation

 void InitializeSimulation()
 {
     if (SystemInfo.supportsComputeShaders)
     {
         m_cb_params = new ComputeBuffer(1, CSParams.size);
         m_cb_particles = new ComputeBuffer(m_particle_count, peParticle.size);
         m_cb_positions = new ComputeBuffer(m_particle_count, 12);
         m_cb_velocities = new ComputeBuffer(m_particle_count, 12);
         m_buf_positions = new Vector3[m_particle_count];
         m_buf_velocities = new Vector3[m_particle_count];
         m_csparams = new CSParams[1];
     }
     {
         UnityEngine.Random.seed = 0;
         var tmp = new peParticle[m_particle_count];
         for (int i = 0; i < tmp.Length; ++i)
         {
             tmp[i].position = new Vector3(
                 UnityEngine.Random.Range(-5.0f, 5.0f),
                 UnityEngine.Random.Range(-5.0f, 5.0f) + 5.0f,
                 UnityEngine.Random.Range(-5.0f, 5.0f));
         }
         m_cb_particles.SetData(tmp);
     }
 }
开发者ID:garytyler,项目名称:AlembicImporter,代码行数:25,代码来源:ParticleEngine.cs


示例13: BitonicSort

    public void BitonicSort(ComputeBuffer kip, ComputeBuffer kip_tmp, uint num)
    {
        uint BITONIC_BLOCK_SIZE = 512;
        uint TRANSPOSE_BLOCK_SIZE = 16;
        uint NUM_ELEMENTS = num;
        uint MATRIX_WIDTH = BITONIC_BLOCK_SIZE;
        uint MATRIX_HEIGHT = NUM_ELEMENTS / BITONIC_BLOCK_SIZE;

        for (uint level = 2; level <= BITONIC_BLOCK_SIZE; level <<= 1)
        {
            m_consts[0].level = level;
            m_consts[0].levelMask = level;
            m_consts[0].width = MATRIX_HEIGHT; // not a mistake!
            m_consts[0].height = MATRIX_WIDTH; //
            m_buf_consts[0].SetData(m_consts);

            m_cs_bitonic_sort.SetBuffer(0, "consts", m_buf_consts[0]);
            m_cs_bitonic_sort.SetBuffer(0, "kip_rw", kip);
            m_cs_bitonic_sort.Dispatch(0, (int)(NUM_ELEMENTS / BITONIC_BLOCK_SIZE), 1, 1);
        }

        // Then sort the rows and columns for the levels > than the block size
        // Transpose. Sort the Columns. Transpose. Sort the Rows.
        for (uint level = (BITONIC_BLOCK_SIZE << 1); level <= NUM_ELEMENTS; level <<= 1)
        {
            m_consts[0].level = (level / BITONIC_BLOCK_SIZE);
            m_consts[0].levelMask = (level & ~NUM_ELEMENTS) / BITONIC_BLOCK_SIZE;
            m_consts[0].width = MATRIX_WIDTH;
            m_consts[0].height = MATRIX_HEIGHT;
            m_buf_consts[0].SetData(m_consts);

            // Transpose the data from buffer 1 into buffer 2
            m_cs_bitonic_sort.SetBuffer(1, "consts", m_buf_consts[0]);
            m_cs_bitonic_sort.SetBuffer(1, "kip", kip);
            m_cs_bitonic_sort.SetBuffer(1, "kip_rw", kip_tmp);
            m_cs_bitonic_sort.Dispatch(1, (int)(MATRIX_WIDTH / TRANSPOSE_BLOCK_SIZE), (int)(MATRIX_HEIGHT / TRANSPOSE_BLOCK_SIZE), 1);

            // Sort the transposed column data
            m_cs_bitonic_sort.SetBuffer(0, "consts", m_buf_consts[0]);
            m_cs_bitonic_sort.SetBuffer(0, "kip_rw", kip_tmp);
            m_cs_bitonic_sort.Dispatch(0, (int)(NUM_ELEMENTS / BITONIC_BLOCK_SIZE), 1, 1);

            m_consts[0].level = BITONIC_BLOCK_SIZE;
            m_consts[0].levelMask = level;
            m_consts[0].width = MATRIX_HEIGHT;
            m_consts[0].height = MATRIX_WIDTH;
            m_buf_consts[0].SetData(m_consts);

            // Transpose the data from buffer 2 back into buffer 1
            m_cs_bitonic_sort.SetBuffer(1, "consts", m_buf_consts[0]);
            m_cs_bitonic_sort.SetBuffer(1, "kip", kip_tmp);
            m_cs_bitonic_sort.SetBuffer(1, "kip_rw", kip);
            m_cs_bitonic_sort.Dispatch(1, (int)(MATRIX_HEIGHT / TRANSPOSE_BLOCK_SIZE), (int)(MATRIX_WIDTH / TRANSPOSE_BLOCK_SIZE), 1);

            // Sort the row data
            m_cs_bitonic_sort.SetBuffer(0, "consts", m_buf_consts[0]);
            m_cs_bitonic_sort.SetBuffer(0, "kip_rw", kip);
            m_cs_bitonic_sort.Dispatch(0, (int)(NUM_ELEMENTS / BITONIC_BLOCK_SIZE), 1, 1);
        }
    }
开发者ID:WondermSwift,项目名称:BlueImpulse,代码行数:60,代码来源:GPUSort.cs


示例14: Start

	void Start ()
	{
		ReleaseBuffers ();
		
		if (CoordinateMapperManager == null)
		{
			return;
		}
		
		_CoordinateMapperManager = CoordinateMapperManager.GetComponent<CoordinateMapperManager>();
		
		Texture2D renderTexture = _CoordinateMapperManager.GetColorTexture();
		if (renderTexture != null)
		{
			gameObject.GetComponent<Renderer>().material.SetTexture("_MainTex", renderTexture);
		}

		depthPoints = _CoordinateMapperManager.GetDepthCoordinates ();
		if (depthPoints != null)
		{
			depthBuffer = new ComputeBuffer(depthPoints.Length, sizeof(float) * 2);
			gameObject.GetComponent<Renderer>().material.SetBuffer("depthCoordinates", depthBuffer);
		}

		bodyIndexPoints = _CoordinateMapperManager.GetBodyIndexBuffer ();
		if (bodyIndexPoints != null)
		{
			bodyIndexBuffer = new ComputeBuffer(bodyIndexPoints.Length, sizeof(float));
			gameObject.GetComponent<Renderer>().material.SetBuffer ("bodyIndexBuffer", bodyIndexBuffer);
		}
	}
开发者ID:iEmily,项目名称:nutra-ninja,代码行数:31,代码来源:CoordinateMapperView.cs


示例15: InitiateBuffers

    //
    private void InitiateBuffers()
    {
        //
        Debug.Log("InitiateBuffers");

        //
        Texture2D renderTexture = m_MultiSourceManger.GetColorTexture();
        if( renderTexture != null )
        {
            gameObject.renderer.material.SetTexture("_MainTex", renderTexture);
        }

        m_DepthPoints = m_MultiSourceManger.GetDepthCoordinates();
        if( m_DepthPoints != null )
        {
            m_DepthBuffer = new ComputeBuffer( m_DepthPoints.Length, sizeof(float) * 2 );
            gameObject.renderer.material.SetBuffer( "depthCoordinates", m_DepthBuffer );
        }

        m_BodyIndexPoints = m_MultiSourceManger.GetBodyIndexData();
        if( m_BodyIndexPoints != null)
        {
            m_BodyIndexBuffer = new ComputeBuffer( m_BodyIndexPoints.Length, sizeof(float) );
            gameObject.renderer.material.SetBuffer ( "bodyIndexBuffer", m_BodyIndexBuffer );
        }
    }
开发者ID:ShipuW,项目名称:unity-study,代码行数:27,代码来源:UserVisualPanel.cs


示例16: InitializeBuffers

 void InitializeBuffers() {
     computeBuffer = new ComputeBuffer(numPoints, 12);
     computeShaderA.SetBuffer(kernelID, "outputBuffer", computeBuffer);
     timeBuffer = new ComputeBuffer(1, 4);
     timeArray = new float[1];
     material.SetBuffer("buf_Points", computeBuffer);        
 }
开发者ID:eaclou,项目名称:Master_CreatureTrainer01,代码行数:7,代码来源:TestComputeSharedBufferA.cs


示例17: InitializeBuffers

    void InitializeBuffers()
    {
        // Set start point compute buffer
        startPointBuffer = new ComputeBuffer(VertCount, 4); // create space in the buffer for 3 float per point (float = 4 bytes)

        // Set const compute buffer size
        constantBuffer = new ComputeBuffer(1, 4);

        modBuffer = new ComputeBuffer(VertCount, 8);

        // Set output buffer size.
        outputBuffer = new ComputeBuffer(VertCount, 12);

        // These values will be the starting y coords for each point.
        float[] values = new float[VertCount];
        Vector2[] mods = new Vector2[VertCount];

        for (int i = 0; i < VertCount; i++)
        {
            values[i] = Random.value * 2 * Mathf.PI;
            mods[i] = new Vector2(.1f + Random.value, .1f + Random.value);
        }

        modBuffer.SetData(mods);

        // Load starting valuse into the compute buffer
        startPointBuffer.SetData(values);

        // Only need to set the offsets once in the CS
        computeShader.SetBuffer(CSKernel, "startPointBuffer", startPointBuffer);
    }
开发者ID:emomper23,项目名称:PsychVR,代码行数:31,代码来源:WeatherShaderOutput.cs


示例18: Start

    void Start()
    {
        //清空緩衝器。
        ReleaseBuffers ();
        //如果讀取不到資料來源程式,跳出。
        if (CoordinateMapperManager == null)
        {
            return;
        }

        _CoordinateMapperManager = CoordinateMapperManager.GetComponent<CoordinateMapperManager>();
        //讀取彩色貼圖。
        Texture2D renderTexture = _CoordinateMapperManager.GetColorTexture();
        if (renderTexture != null)
        {
            gameObject.renderer.material.SetTexture("_MainTex", renderTexture);
        }
        //讀取深度資料座標。
        depthPoints = _CoordinateMapperManager.GetDepthCoordinates ();
        if (depthPoints != null)
        {
            depthBuffer = new ComputeBuffer(depthPoints.Length, sizeof(float) * 2);
            gameObject.renderer.material.SetBuffer("depthCoordinates", depthBuffer);
        }
        //讀取人體辨識資料。
        bodyIndexPoints = _CoordinateMapperManager.GetBodyIndexBuffer ();
        if (bodyIndexPoints != null)
        {
            bodyIndexBuffer = new ComputeBuffer(bodyIndexPoints.Length, sizeof(float));
            gameObject.renderer.material.SetBuffer ("bodyIndexBuffer", bodyIndexBuffer);
        }
    }
开发者ID:josephMG,项目名称:KinectOneForZigFu,代码行数:32,代码来源:CoordinateMapperView.cs


示例19: Initialize

 public void Initialize(ComputeShader sh_bitonic_sort)
 {
     m_cs_bitonic_sort = sh_bitonic_sort;
     m_buf_consts[0] = new ComputeBuffer(1, 16);
     m_buf_consts[1] = new ComputeBuffer(1, 16);
     m_buf_dummies[0] = new ComputeBuffer(1, 16);
     m_buf_dummies[1] = new ComputeBuffer(1, 16);
 }
开发者ID:WondermSwift,项目名称:BlueImpulse,代码行数:8,代码来源:GPUSort.cs


示例20: InitializeBuffers

    void InitializeBuffers() {
        outputBuffer = new ComputeBuffer(VertCount, (sizeof(float) * 3) + (sizeof(int) * 6));

        computeShader.SetBuffer(CSKernel, "outputBuffer", outputBuffer);

        if (Debugrender)
            PointMaterial.SetBuffer("buf_Points", outputBuffer);
    }
开发者ID:eaclou,项目名称:Master_CreatureTrainer01,代码行数:8,代码来源:TestComputeShaderOutput.cs



注:本文中的UnityEngine.ComputeBuffer类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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