void SampleCopyChannel( CommandBuffer cmd, RectInt rect, int _source, RenderTargetIdentifier source, int _target, RenderTargetIdentifier target, int slices, int kernel8, int kernel1) { RectInt main, topRow, rightCol, topRight; unsafe { RectInt *dispatch1Rects = stackalloc RectInt[3]; int dispatch1RectCount = 0; RectInt dispatch8Rect = RectInt.zero; if (TileLayoutUtils.TryLayoutByTiles( rect, 8, out main, out topRow, out rightCol, out topRight)) { if (topRow.width > 0 && topRow.height > 0) { dispatch1Rects[dispatch1RectCount] = topRow; ++dispatch1RectCount; } if (rightCol.width > 0 && rightCol.height > 0) { dispatch1Rects[dispatch1RectCount] = rightCol; ++dispatch1RectCount; } if (topRight.width > 0 && topRight.height > 0) { dispatch1Rects[dispatch1RectCount] = topRight; ++dispatch1RectCount; } dispatch8Rect = main; } else if (rect.width > 0 && rect.height > 0) { dispatch1Rects[dispatch1RectCount] = rect; ++dispatch1RectCount; } cmd.SetComputeTextureParam(m_Shader, kernel8, _source, source); cmd.SetComputeTextureParam(m_Shader, kernel1, _source, source); cmd.SetComputeTextureParam(m_Shader, kernel8, _target, target); cmd.SetComputeTextureParam(m_Shader, kernel1, _target, target); if (dispatch8Rect.width > 0 && dispatch8Rect.height > 0) { var r = dispatch8Rect; // Caution: passing parameters to SetComputeIntParams() via params generate 48B several times at each frame here ! cmd.SetComputeIntParams(m_Shader, _RectOffset, (int)r.x, (int)r.y); cmd.DispatchCompute(m_Shader, kernel8, (int)Mathf.Max(r.width / 8, 1), (int)Mathf.Max(r.height / 8, 1), slices); } for (int i = 0, c = dispatch1RectCount; i < c; ++i) { var r = dispatch1Rects[i]; // Caution: passing parameters to SetComputeIntParams() via params generate 48B several times at each frame here ! cmd.SetComputeIntParams(m_Shader, _RectOffset, (int)r.x, (int)r.y); cmd.DispatchCompute(m_Shader, kernel1, (int)Mathf.Max(r.width, 1), (int)Mathf.Max(r.height, 1), slices); } } }
void SampleCopyChannel( CommandBuffer cmd, RectInt rect, int _source, RenderTargetIdentifier source, int _target, RenderTargetIdentifier target, int slices, int kernel8, int kernel1) { RectInt main, topRow, rightCol, topRight; unsafe { RectInt *dispatch1Rects = stackalloc RectInt[3]; int dispatch1RectCount = 0; RectInt dispatch8Rect = new RectInt(0, 0, 0, 0); if (TileLayoutUtils.TryLayoutByTiles( rect, 8, out main, out topRow, out rightCol, out topRight)) { if (topRow.width > 0 && topRow.height > 0) { dispatch1Rects[dispatch1RectCount] = topRow; ++dispatch1RectCount; } if (rightCol.width > 0 && rightCol.height > 0) { dispatch1Rects[dispatch1RectCount] = rightCol; ++dispatch1RectCount; } if (topRight.width > 0 && topRight.height > 0) { dispatch1Rects[dispatch1RectCount] = topRight; ++dispatch1RectCount; } dispatch8Rect = main; } else if (rect.width > 0 && rect.height > 0) { dispatch1Rects[dispatch1RectCount] = rect; ++dispatch1RectCount; } cmd.SetComputeTextureParam(m_Shader, kernel8, _source, source); cmd.SetComputeTextureParam(m_Shader, kernel1, _source, source); cmd.SetComputeTextureParam(m_Shader, kernel8, _target, target); cmd.SetComputeTextureParam(m_Shader, kernel1, _target, target); if (dispatch8Rect.width > 0 && dispatch8Rect.height > 0) { var r = dispatch8Rect; // Use intermediate array to avoid garbage _IntParams[0] = r.x; _IntParams[1] = r.y; cmd.SetComputeIntParams(m_Shader, _RectOffset, _IntParams); cmd.DispatchCompute(m_Shader, kernel8, (int)Mathf.Max(r.width / 8, 1), (int)Mathf.Max(r.height / 8, 1), slices); } for (int i = 0, c = dispatch1RectCount; i < c; ++i) { var r = dispatch1Rects[i]; // Use intermediate array to avoid garbage _IntParams[0] = r.x; _IntParams[1] = r.y; cmd.SetComputeIntParams(m_Shader, _RectOffset, _IntParams); cmd.DispatchCompute(m_Shader, kernel1, (int)Mathf.Max(r.width, 1), (int)Mathf.Max(r.height, 1), slices); } } }