Inheritance: Object, IDisposable
 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);
 }
    static public int constructor(IntPtr l)
    {
        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);
            pushObject(l, o);
            return(1);
        }
        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);
            pushObject(l, o);
            return(1);
        }
        LuaDLL.luaL_error(l, "New object failed.");
        return(0);
    }
 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);        
 }
    static int SetGlobalBuffer(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2 && TypeChecker.CheckTypes <string, UnityEngine.ComputeBuffer>(L, 1))
            {
                string arg0 = ToLua.ToString(L, 1);
                UnityEngine.ComputeBuffer arg1 = (UnityEngine.ComputeBuffer)ToLua.ToObject(L, 2);
                UnityEngine.Shader.SetGlobalBuffer(arg0, arg1);
                return(0);
            }
            else if (count == 2 && TypeChecker.CheckTypes <int, UnityEngine.ComputeBuffer>(L, 1))
            {
                int arg0 = (int)LuaDLL.lua_tonumber(L, 1);
                UnityEngine.ComputeBuffer arg1 = (UnityEngine.ComputeBuffer)ToLua.ToObject(L, 2);
                UnityEngine.Shader.SetGlobalBuffer(arg0, arg1);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Shader.SetGlobalBuffer"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
Beispiel #5
0
    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);
        }
    }
        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);
        }
     public virtual void ReleaseGPUResources()
     {
         ClearMaterials();
 
         if (m_buf_trail_vertices != null)
         {
             m_buf_trail_vertices.Release();
             m_buf_trail_vertices = null;
         }
         if (m_buf_trail_history != null)
         {
             m_buf_trail_history.Release();
             m_buf_trail_history = null;
         }
         if (m_buf_trail_entities != null)
         {
             m_buf_trail_entities.Release();
             m_buf_trail_entities = null;
         }
         if (m_buf_trail_params != null)
         {
             m_buf_trail_params.Release();
             m_buf_trail_params = null;
         }
     }
 static public int Release(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.ComputeBuffer self = (UnityEngine.ComputeBuffer)checkSelf(l);
         self.Release();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 static public int constructor(IntPtr l)
 {
     LuaDLL.lua_remove(l, 1);
     UnityEngine.ComputeBuffer o;
     if (matchType(l, 1, typeof(int), typeof(int)))
     {
         System.Int32 a1;
         checkType(l, 1, out a1);
         System.Int32 a2;
         checkType(l, 2, out a2);
         o = new UnityEngine.ComputeBuffer(a1, a2);
         pushObject(l, o);
         return(1);
     }
     else if (matchType(l, 1, typeof(int), typeof(int), typeof(UnityEngine.ComputeBufferType)))
     {
         System.Int32 a1;
         checkType(l, 1, out a1);
         System.Int32 a2;
         checkType(l, 2, out a2);
         UnityEngine.ComputeBufferType a3;
         checkEnum(l, 3, out a3);
         o = new UnityEngine.ComputeBuffer(a1, a2, a3);
         pushObject(l, o);
         return(1);
     }
     LuaDLL.luaL_error(l, "New object failed.");
     return(0);
 }
Beispiel #10
0
    //
    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 );
        }
    }
Beispiel #11
0
		/// <summary>
		/// Start this instance.
		/// Initializes all buffers and other resources needed by tressfx simulation and rendering.
		/// </summary>
		public void Start()
		{
			if (this.hairData == null)
			{
				Debug.LogError("No hair data assigned to TressFX :(");
			}

			// Vertex buffers
			this.g_HairVertexPositions = this.InitializeBuffer (this.hairData.m_pVertices, 16);
			this.g_HairVertexPositionsPrev = this.InitializeBuffer (this.hairData.m_pVertices, 16);
			this.g_InitialHairPositions = this.InitializeBuffer (this.hairData.m_pVertices, 16);

			// Tangents and rotations
			this.g_HairVertexTangents = this.InitializeBuffer (this.hairData.m_pTangents, 16);
			this.g_GlobalRotations = this.InitializeBuffer (this.hairData.m_pGlobalRotations, 16);
			this.g_LocalRotations = this.InitializeBuffer (this.hairData.m_pLocalRotations, 16);

			// Others
			this.g_HairRestLengthSRV = this.InitializeBuffer (this.hairData.m_pRestLengths, 4);
			this.g_HairStrandType = this.InitializeBuffer (this.hairData.m_pHairStrandType, 4);
			this.g_HairRefVecsInLocalFrame = this.InitializeBuffer (this.hairData.m_pRefVectors, 16);
			this.g_FollowHairRootOffset = this.InitializeBuffer (this.hairData.m_pFollowRootOffset, 16);
			this.g_HairThicknessCoeffs = this.InitializeBuffer (this.hairData.m_pThicknessCoeffs, 4);
			this.g_TexCoords = this.InitializeBuffer(this.hairData.m_TexCoords, 16);

			// Get other parts
			this.simulation = this.GetComponent<TressFXSimulation> ();
		}
    static void ComputeBuffer_stride(JSVCall vc)
    {
        UnityEngine.ComputeBuffer _this = (UnityEngine.ComputeBuffer)vc.csObj;
        var result = _this.stride;

        JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result));
    }
    void OnDisable()
    {
        if (volume!= null)
        {
            volume.Release();
            volume= null;
        }

        if (volumeBuffer != null)
        {
            volumeBuffer.Release();
            volumeBuffer = null;
        }

        if (targetBuffer != null)
        {
            targetBuffer.Release();
            targetBuffer = null;
        }
        /*
        if (particleColorBuffer != null)
        {
            particleColorBuffer.Release();
            particleColorBuffer = null;
        }
         */

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

    }
Beispiel #15
0
        public static Tensor InvokeFunctionKernel(string name, Tensor input)
        {
            var compute = Pix2PixResources.Compute;
            var kernel  = compute.FindKernel(name);

            uint tgn_x, tgn_y, tgn_z;

            compute.GetKernelThreadGroupSizes(kernel, out tgn_x, out tgn_y, out tgn_z);
            Debug.Assert(tgn_y == 1 && tgn_z == 1);

            var length = input.Data.Length;

            Debug.Assert(length % tgn_x == 0);

            var buffer_input  = new UnityEngine.ComputeBuffer(length, sizeof(float));
            var buffer_output = new UnityEngine.ComputeBuffer(length, sizeof(float));

            buffer_input.SetData(input.Data);
            compute.SetBuffer(kernel, "Input", buffer_input);
            compute.SetBuffer(kernel, "Output", buffer_output);
            compute.Dispatch(kernel, length / (int)tgn_x, 1, 1);

            var output = new Tensor(input.Shape);

            buffer_output.GetData(output.Data);

            buffer_input.Dispose();
            buffer_output.Dispose();

            return(output);
        }
 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));
     }
 }
 public ConstantService(int capacity, ConstantData d)
 {
     _data = d;
     _dragCoeffData = new float[capacity];
     _dragCoeffs = new ComputeBuffer (capacity, Marshal.SizeOf (typeof(float)));
     CheckDragCoeffs();
 }
    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);
    }
Beispiel #19
0
    static int SetBuffer(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3 && TypeChecker.CheckTypes <int, UnityEngine.ComputeBuffer>(L, 2))
            {
                UnityEngine.MaterialPropertyBlock obj = (UnityEngine.MaterialPropertyBlock)ToLua.CheckObject(L, 1, typeof(UnityEngine.MaterialPropertyBlock));
                int arg0 = (int)LuaDLL.lua_tonumber(L, 2);
                UnityEngine.ComputeBuffer arg1 = (UnityEngine.ComputeBuffer)ToLua.ToObject(L, 3);
                obj.SetBuffer(arg0, arg1);
                return(0);
            }
            else if (count == 3 && TypeChecker.CheckTypes <string, UnityEngine.ComputeBuffer>(L, 2))
            {
                UnityEngine.MaterialPropertyBlock obj = (UnityEngine.MaterialPropertyBlock)ToLua.CheckObject(L, 1, typeof(UnityEngine.MaterialPropertyBlock));
                string arg0 = ToLua.ToString(L, 2);
                UnityEngine.ComputeBuffer arg1 = (UnityEngine.ComputeBuffer)ToLua.ToObject(L, 3);
                obj.SetBuffer(arg0, arg1);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.MaterialPropertyBlock.SetBuffer"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
    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);
    }
    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);
    }
 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);
     }
 }
	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);
		}
	}
    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);
        }
    }
    void OnRenderObject()
    {
        if (UseComputeData)
        {
            cso = GetComponent<ComputeShaderOutput>();
            wso = GetComponent<WeatherShaderOutput>();

            if (outputBuffer == null && cso != null)
                outputBuffer = cso.outputBuffer;

            if (outputBuffer == null && wso != null)
                outputBuffer = wso.outputBuffer;

            if (cso != null)
                cso.Dispatch();
            else
            {
                wso.Dispatch();
                Wind = wso.wind;
            }
        }

        material.SetPass(0);
        material.SetColor("_Color", color);
        material.SetBuffer("buf_Points", outputBuffer);
        material.SetTexture("_Sprite", sprite);
        material.SetVector("_Size", size);
        material.SetInt("_StaticCylinderSpherical", billboardType);
        material.SetVector("_worldPos", transform.position);
        material.SetVector("_Wind", Wind);

        Graphics.DrawProcedural(MeshTopology.Points, outputBuffer.count);
    }
	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);
		}
	}
Beispiel #27
0
        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);
            }
        }
    /// <summary>
    /// Uses the GPU to generate a RenderTexture where the pixels in the texture represent noise.
    /// Set the octaves variable before calling this to a desired value.
    /// </summary>
    /// <returns>RenderTexture</returns>
    /// <param name="width"> Width of the texture to generate. </param>
    /// <param name="height"> Height of the texture to generate. </param>
    /// <param name="noiseOffsetX"> X Coordinate of the offset for the noise on the texture. </param>
    /// <param name="noiseOffsetY"> Y Coordinate of the offset for the noise on the texture. </param>
    /// <param name="noiseScale"> Value to scale the noise coordinates by. </param>
    /// <param name="normalize"> Whether or not to remap the noise from (-1, 1) to (0, 1). </param>
    public static UnityEngine.RenderTexture GetNoiseRenderTexture(int width, int height, float noiseOffsetX = 0, float noiseOffsetY = 0, float noiseScale = 0.01f, bool normalize = true)
    {
        UnityEngine.RenderTexture retTex = new UnityEngine.RenderTexture(width, height, 0);
        retTex.enableRandomWrite = true;
        retTex.Create();

        UnityEngine.ComputeShader shader = UnityEngine.Resources.Load(shaderPath) as UnityEngine.ComputeShader;
        if (shader == null)
        {
            UnityEngine.Debug.LogError(noShaderMsg);
            return(null);
        }

        int[] resInts = { width, height };

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

        shader.SetTexture(kernel, "Result", retTex);
        SetShaderVars(shader, new UnityEngine.Vector2(noiseOffsetX, noiseOffsetY), normalize, noiseScale);
        shader.SetInts("reses", resInts);

        UnityEngine.ComputeBuffer permBuffer = new UnityEngine.ComputeBuffer(perm.Length, 4);
        permBuffer.SetData(perm);
        shader.SetBuffer(kernel, "perm", permBuffer);

        shader.Dispatch(kernel, width / 14, height / 15, 1);

        permBuffer.Release();

        return(retTex);
    }
Beispiel #29
0
    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 ();
    }
    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);
    }
    // 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();
    }
 public void Init(ComputeBuffer keys)
 {
     int x, y, z;
     ShaderUtil.CalcWorkSize(keys.count, out x, out y, out z);
     _compute.SetInt(PROP_COUNT, keys.count);
     _compute.SetBuffer(_kernelInit, BUF_KEYS, keys);
     _compute.Dispatch(_kernelInit, x, y, z);
 }
    void InitializeBuffers() {
        outputBuffer = new ComputeBuffer(VertCount, (sizeof(float) * 3) + (sizeof(int) * 6));

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

        if (Debugrender)
            PointMaterial.SetBuffer("buf_Points", outputBuffer);
    }
 void OnDestroy()
 {
     if(m_buffer!=null)
     {
         m_buffer.Release();
         m_buffer = null;
     }
 }
 void InitializeMembers()
 {
     if (m_entities == null) {
         m_entities = new MetaballData[m_max_entities];
         m_buffer = new ComputeBuffer(m_max_entities, MetaballData.size);
         m_material = GetComponent<Renderer>().sharedMaterial;
     }
 }
 public PointService(int capacity)
 {
     _capacity = capacity;
     _count = 0;
     _pointData = new Vector2[capacity];
     _points = new ComputeBuffer(capacity, Marshal.SizeOf(typeof(Vector2)));
     Upload();
 }
Beispiel #37
0
 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);
 }
    void CreateResources()
    {
        NumInstances = SceneManager.Get.NumProteinInstances;

        if (quadUVs == null)
        {
            var uvs = quadMesh.uv;
            quadUVs = new ComputeBuffer(uvs.Length, sizeof(float) * 2);
            quadUVs.SetData(uvs);
        }

        if (quadIndices == null)
        {
            var indices = quadMesh.triangles;
            quadIndices = new ComputeBuffer(indices.Length, sizeof(float) * 1);
            quadIndices.SetData(indices);
        }

        if (quadVertices == null)
        {
            var normals = quadMesh.vertices;
            quadVertices = new ComputeBuffer(normals.Length, sizeof(float) * 3);
            quadVertices.SetData(normals);
        }

        if (true)
        {
            var colors = new Color[NumInstances];
            for (int i = 0; i < NumInstances; i++)
            {
                //colors[i] = new Color(Random.value, Random.value, Random.value, 0.2f);
                Vector4 col = SceneManager.Get.ProteinColors[(int) SceneManager.Get.ProteinInstanceInfos[i].x];

                //TODO: expose orderedEntities in trannimation manager, acces it here as orderedEntities[i].isFinalized() ? 1.0 : 0.0 use this as alpha. THEN make the alpha actuall alpha in the shader
                colors[i] = new Color(col.x, col.y, col.z, TrannimationManager.Get.getInstanceBillboardAlpha(i));
            }

            if (instanceColors == null)
                instanceColors = new ComputeBuffer(NumInstances, sizeof(float) * 4);

            instanceColors.SetData(colors);
        }

        if (/*instancePositions == null &&*/ TrannimationManager.Get.upload != null && TrannimationManager.Get.upload.Length >= NumInstances - 1)
        {
            var positions = new Vector3[NumInstances];
            for (int i = 0; i < NumInstances; i++)
            {
                //positions[i] = SceneManager.Get.ProteinInstancePositions[i] * PersistantSettings.Instance.Scale;  //Random.insideUnitSphere * SpawnRegionSize;
                positions[i] = TrannimationManager.Get.upload[i] * PersistantSettings.Instance.Scale;
            }

            if (instancePositions == null)
                instancePositions = new ComputeBuffer(NumInstances, sizeof(float) * 3);

            instancePositions.SetData(positions);
        }
    }
    void Start ()
    {
        _spherePositionsList = new List<Vector3>();
        _buffer = new ComputeBuffer(_spherePositionsList.Count, 12);

        _audioSource = GetComponent<AudioSource>();
        _leftFoot = GameObject.FindGameObjectWithTag("FootL").transform;
        _rightFoot = GameObject.FindGameObjectWithTag("FootR").transform;
    }
Beispiel #40
0
        public static Tensor InvokeConvolutionKernel(
            ConvolutionMode mode, string name, Tensor input, Tensor filter, Tensor bias
            )
        {
            var compute = Pix2PixResources.Compute;
            var kernel  = compute.FindKernel(name);

            uint tgn_x, tgn_y, tgn_z;

            compute.GetKernelThreadGroupSizes(kernel, out tgn_x, out tgn_y, out tgn_z);

            var deconv      = (mode == ConvolutionMode.Backward);
            var outHeight   = deconv ? input.Shape[0] * 2 : input.Shape[0] / 2;
            var outWidth    = deconv ? input.Shape[1] * 2 : input.Shape[1] / 2;
            var outChannels = filter.Shape[deconv ? 2 : 3];

            Debug.Assert(outHeight % tgn_z == 0);
            Debug.Assert(outWidth % tgn_y == 0);
            Debug.Assert(outChannels % tgn_x == 0);

            var output = new Tensor(new [] { outHeight, outWidth, outChannels });

            var buffer_input  = new UnityEngine.ComputeBuffer(input.Data.Length, sizeof(float));
            var buffer_filter = new UnityEngine.ComputeBuffer(filter.Data.Length, sizeof(float));
            var buffer_bias   = new UnityEngine.ComputeBuffer(bias.Data.Length, sizeof(float));
            var buffer_output = new UnityEngine.ComputeBuffer(output.Data.Length, sizeof(float));

            buffer_input.SetData(input.Data);
            buffer_filter.SetData(filter.Data);
            buffer_bias.SetData(bias.Data);

            compute.SetInts("InputShape", input.Shape);
            compute.SetInts("FilterShape", filter.Shape);
            compute.SetInts("OutputShape", output.Shape);

            compute.SetBuffer(kernel, "Input", buffer_input);
            compute.SetBuffer(kernel, "Filter", buffer_filter);
            compute.SetBuffer(kernel, "Bias", buffer_bias);
            compute.SetBuffer(kernel, "Output", buffer_output);

            compute.Dispatch(kernel,
                             outChannels / (int)tgn_x,
                             outWidth / (int)tgn_y,
                             outHeight / (int)tgn_z
                             );

            buffer_output.GetData(output.Data);

            buffer_input.Dispose();
            buffer_filter.Dispose();
            buffer_bias.Dispose();
            buffer_output.Dispose();

            return(output);
        }
Beispiel #41
0
 public void StartDetection(ComputeBuffer image)
 {
     using (var tensor = new Tensor(1, IMAGE_SIZE, IMAGE_SIZE, 3, image))
     {
         var inputs = new Dictionary <string, Tensor> {
             { INPUT_NAME, tensor }
         };
         _worker.Execute(inputs);
         _worker.FlushSchedule();
     }
 }
 static public int GetData(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 2)
         {
             UnityEngine.ComputeBuffer self = (UnityEngine.ComputeBuffer)checkSelf(l);
             System.Array a1;
             checkType(l, 2, out a1);
             self.GetData(a1);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 5)
         {
             UnityEngine.ComputeBuffer self = (UnityEngine.ComputeBuffer)checkSelf(l);
             System.Array a1;
             checkType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             self.GetData(a1, a2, a3, a4);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function GetData to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 static public int Release(IntPtr l)
 {
     try {
         UnityEngine.ComputeBuffer self = (UnityEngine.ComputeBuffer)checkSelf(l);
         self.Release();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_stride(IntPtr l)
 {
     try {
         UnityEngine.ComputeBuffer self = (UnityEngine.ComputeBuffer)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.stride);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int Release(IntPtr l)
 {
     try{
         UnityEngine.ComputeBuffer self = (UnityEngine.ComputeBuffer)checkSelf(l);
         self.Release();
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         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;
             a3 = (UnityEngine.ComputeBufferType)LuaDLL.luaL_checkinteger(l, 4);
             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));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
Beispiel #47
0
 static public int get_stride(IntPtr l)
 {
     try {
         UnityEngine.ComputeBuffer self = (UnityEngine.ComputeBuffer)checkSelf(l);
         pushValue(l, self.stride);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
    static bool Graphics_SetRandomWriteTarget__Int32__ComputeBuffer(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 2)
        {
            System.Int32 arg0 = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg);
            UnityEngine.ComputeBuffer arg1 = (UnityEngine.ComputeBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
            UnityEngine.Graphics.SetRandomWriteTarget(arg0, arg1);
        }

        return(true);
    }
Beispiel #49
0
 static public int GetNativeBufferPtr(IntPtr l)
 {
     try {
         UnityEngine.ComputeBuffer self = (UnityEngine.ComputeBuffer)checkSelf(l);
         var ret = self.GetNativeBufferPtr();
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
    static bool Shader_SetGlobalBuffer__String__ComputeBuffer(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 2)
        {
            System.String             arg0 = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg);
            UnityEngine.ComputeBuffer arg1 = (UnityEngine.ComputeBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
            UnityEngine.Shader.SetGlobalBuffer(arg0, arg1);
        }

        return(true);
    }
    static bool Graphics_DrawProceduralIndirect__MeshTopology__ComputeBuffer(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 2)
        {
            UnityEngine.MeshTopology  arg0 = (UnityEngine.MeshTopology)JSApi.getEnum((int)JSApi.GetType.Arg);
            UnityEngine.ComputeBuffer arg1 = (UnityEngine.ComputeBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
            UnityEngine.Graphics.DrawProceduralIndirect(arg0, arg1);
        }

        return(true);
    }
    static bool Material_SetBuffer__String__ComputeBuffer(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 2)
        {
            System.String             arg0 = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg);
            UnityEngine.ComputeBuffer arg1 = (UnityEngine.ComputeBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
            ((UnityEngine.Material)vc.csObj).SetBuffer(arg0, arg1);
        }

        return(true);
    }
Beispiel #53
0
    static bool ComputeShader_SetBuffer__Int32__String__ComputeBuffer(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 3)
        {
            System.Int32              arg0 = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg);
            System.String             arg1 = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg);
            UnityEngine.ComputeBuffer arg2 = (UnityEngine.ComputeBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
            ((UnityEngine.ComputeShader)vc.csObj).SetBuffer(arg0, arg1, arg2);
        }

        return(true);
    }
 static public int GetData(IntPtr l)
 {
     try {
         UnityEngine.ComputeBuffer self = (UnityEngine.ComputeBuffer)checkSelf(l);
         System.Array a1;
         checkType(l, 2, out a1);
         self.GetData(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int GetData(IntPtr l)
 {
     try{
         UnityEngine.ComputeBuffer self = (UnityEngine.ComputeBuffer)checkSelf(l);
         System.Array a1;
         checkType(l, 2, out a1);
         self.GetData(a1);
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
    static bool ComputeBuffer_CopyCount__ComputeBuffer__ComputeBuffer__Int32(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 3)
        {
            UnityEngine.ComputeBuffer arg0 = (UnityEngine.ComputeBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
            UnityEngine.ComputeBuffer arg1 = (UnityEngine.ComputeBuffer)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
            System.Int32 arg2 = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg);
            UnityEngine.ComputeBuffer.CopyCount(arg0, arg1, arg2);
        }

        return(true);
    }
 static public int SetCounterValue(IntPtr l)
 {
     try {
         UnityEngine.ComputeBuffer self = (UnityEngine.ComputeBuffer)checkSelf(l);
         System.UInt32             a1;
         checkType(l, 2, out a1);
         self.SetCounterValue(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Beispiel #58
0
    protected override void Unload()
    {
        if (this.computeBuffer != null)
        {
            this.computeBuffer.Release();
        }

        this.computeBuffer = null;
        if (this.exportToGlobal)
        {
            this.ApplyToGlobal();
        }

        base.Unload();
    }
 static int SetGlobalBuffer(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         string arg0 = ToLua.CheckString(L, 1);
         UnityEngine.ComputeBuffer arg1 = (UnityEngine.ComputeBuffer)ToLua.CheckObject(L, 2, typeof(UnityEngine.ComputeBuffer));
         UnityEngine.Shader.SetGlobalBuffer(arg0, arg1);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Beispiel #60
0
        public static Tensor InvokeNormalizationKernel(
            string name, Tensor input, Tensor scale, Tensor offset
            )
        {
            var compute = Pix2PixResources.Compute;
            var kernel  = compute.FindKernel(name);

            uint tgn_x, tgn_y, tgn_z;

            compute.GetKernelThreadGroupSizes(kernel, out tgn_x, out tgn_y, out tgn_z);

            var length   = input.Data.Length;
            var channels = input.Shape[2];

            Debug.Assert(channels % tgn_x == 0);
            Debug.Assert(channels == scale.Data.Length);
            Debug.Assert(channels == offset.Data.Length);

            var buffer_input  = new UnityEngine.ComputeBuffer(length, sizeof(float));
            var buffer_scale  = new UnityEngine.ComputeBuffer(channels, sizeof(float));
            var buffer_offset = new UnityEngine.ComputeBuffer(channels, sizeof(float));
            var buffer_output = new UnityEngine.ComputeBuffer(length, sizeof(float));

            buffer_input.SetData(input.Data);
            buffer_scale.SetData(scale.Data);
            buffer_offset.SetData(offset.Data);

            compute.SetInts("InputShape", input.Shape);
            compute.SetInts("OutputShape", input.Shape);

            compute.SetBuffer(kernel, "Input", buffer_input);
            compute.SetBuffer(kernel, "Filter", buffer_scale);
            compute.SetBuffer(kernel, "Bias", buffer_offset);
            compute.SetBuffer(kernel, "Output", buffer_output);

            compute.Dispatch(kernel, channels / (int)tgn_x, 1, 1);

            var output = new Tensor(input.Shape);

            buffer_output.GetData(output.Data);

            buffer_input.Dispose();
            buffer_scale.Dispose();
            buffer_offset.Dispose();
            buffer_output.Dispose();

            return(output);
        }