Reputation: 11
I have a issue in unity3D with ComputeShader.
My objective : find all normals facing the camera (dot of two vector > 0)
As my camera and my model are fixed, I expect to get always the same amount of normal in output of my compute shader.
But, each time I use the compute shader, the count increase, leading me to a number of normals facing the camera superior to the number in the mesh and it quickly reach a point where I have 10e9 normals. And sometime this value is negative.
I use a append buffer for this purpose, and my hlsh only test the dot , and append the value to the buffer.
My question is : Where is the problem ?
I suspect a problem with the GPU memory, but I can't find why (first time hlsl/unity3)
C# : Note : Key is for another test
public static Vector3[] KeyCam(Vector3 key, Vector3 cam, Vector3[] normal) {
ComputeShader shader = (ComputeShader) Resources.Load("ComputeShader/Normal");
int _kernel = shader.FindKernel("KeyCam");
#region init Buffer
ComputeBuffer inputBuffer = new ComputeBuffer(normal.Length, sizeof(float) * 3);
inputBuffer.SetData(normal);
ComputeBuffer outputBuffer = new ComputeBuffer(normal.Length, sizeof(float) * 3, ComputeBufferType.Append);
#endregion
#region set
shader.SetBuffer(_kernel, "input", inputBuffer);
shader.SetBuffer(_kernel, "output", outputBuffer);
shader.SetVector("key", key);
shader.SetVector("cam", cam);
#endregion
shader.Dispatch(_kernel, 1, 1, 1);
#region get count
//https://sites.google.com/site/aliadevlog/counting-buffers-in-directcompute
ComputeBuffer countBuffer = new ComputeBuffer(1, sizeof(int), ComputeBufferType.IndirectArguments);
ComputeBuffer.CopyCount(outputBuffer, countBuffer, 0);
//Debug.Log("Copy buffer : " + countBuffer.count);
int[] counter = new int[1] { 0 };
countBuffer.GetData(counter);
countBuffer.Release();
int c = counter[0];
#endregion
//int c = GetAppendCount(outputBuffer);
Debug.Log("Normals : " + c +"/"+normal.Length);
if(c <= 0)
return null;
Vector3[] output = new Vector3[c];
outputBuffer.GetData(output);
inputBuffer.Release();
outputBuffer.Release();
return output;
}
HLSL :
#pragma kernel KeyCam
StructuredBuffer<float3> input;
float3 key;
float3 cam;
AppendStructuredBuffer<float3> output;
[numthreads(64,1,1)]
void KeyCam(uint3 id : SV_DispatchThreadID) {
if (dot(input[id.x], cam) >= 0.05)
output.Append(input[id.x]);
}
Upvotes: 1
Views: 1571
Reputation: 11
Sorry I forgot to answer
I found the answer after
The problem was indeed the counter but also the method of recovery of the value.
outputBuffer.SetCounterValue(0);
and for the value
ComputeBuffer counter = new ComputeBuffer(4, sizeof(int), ComputeBufferType.IndirectArguments);
int[] Counts = new int[] { 0, 1, 0, 0 };
counter.SetData(Counts);
counter.SetData(Counts);
ComputeBuffer.CopyCount(outputBuffer, counter, 0);
counter.GetData(Counts);
counter.Release();
return Counts[0];
Upvotes: 0
Reputation: 8963
Since you use an apppend/counter buffer, it seems you miss the call to reset counter.
This can be done using :
outputBuffer.SetCounterValue(0);
Before the dispatch call.
If you don't reset counter, it will keep previous value as a starting point (and hence increasing every call)
See this link for more info
Upvotes: 1