ITensorData CustomTextureToTensorData(TextureAsTensorData texData, string name)
    {
        //By default Barracuda work on Tensor containing value in linear color space.
        //Here we handle custom tensor Pin from texture when tensor is to contain data in sRGB color space.
        //This is important for this demo as network was trained with data is sRGB color space.
        //Direct support for this will be added in a latter revision of Barracuda.
        var fn         = new CustomComputeKernel(tensorToTextureSRGB, "TextureToTensor");
        var tensorData = new ComputeTensorData(texData.shape, name, ComputeInfo.channelsOrder, false);

        fn.SetTensor("O", texData.shape, tensorData.buffer);
        fn.shader.SetBool("_FlipY", texData.flip == TextureAsTensorData.Flip.Y);

        var offsets = new int[] { 0, 0, 0, 0 };

        foreach (var tex in texData.textures)
        {
            var texArr = tex as Texture2DArray;
            var tex3D  = tex as Texture3D;
            var rt     = tex as RenderTexture;

            var texDepth = 1;
            if (texArr)
            {
                texDepth = texArr.depth;
            }
            else if (tex3D)
            {
                texDepth = tex3D.depth;
            }
            else if (rt)
            {
                texDepth = rt.volumeDepth;
            }

            //var srcChannelMask = TextureFormatUtils.FormatToChannelMask(tex, texData.interpretPixelAsChannels);
            Color srcChannelMask = Color.white;

            fn.shader.SetTexture(fn.kernelIndex, "Xtex2D", tex);
            fn.shader.SetInts("_Pool", new int [] { tex.width, tex.height });
            fn.shader.SetInts("_Pad", offsets);
            fn.shader.SetInts("_ChannelWriteMask", new [] { (int)srcChannelMask[0], (int)srcChannelMask[1], (int)srcChannelMask[2], (int)srcChannelMask[3] });

            fn.Dispatch(texData.shape.width, texData.shape.height, texDepth);

            if (texData.interpretDepthAs == TextureAsTensorData.InterpretDepthAs.Batch)
            {
                offsets[0] += texDepth;
            }
            else if (texData.interpretDepthAs == TextureAsTensorData.InterpretDepthAs.Channels)
            {
                offsets[3] += texDepth * texData.interpretPixelAsChannels;
            }
        }

        return(tensorData);
    }
    private void CustomTensorToRenderTexture(Tensor X, RenderTexture target, int batch, int fromChannel, Vector4 scale, Vector4 bias, Texture3D lut = null)
    {
        if (!internalSetup.shouldUseSRGBTensor)
        {
            X.ToRenderTexture(target, batch, fromChannel, scale, bias, lut);
            return;
        }

        //By default Barracuda work on Tensor containing value in linear color space.
        //Here we handle custom convertion from tensor to texture when tensor is in sRGB color space.
        //This is important for this demo as network was trained with data is sRGB color space.
        //Direct support for this will be added in a latter revision of Barracuda.
        if (!target.enableRandomWrite || !target.IsCreated())
        {
            target.Release();
            target.enableRandomWrite = true;
            target.Create();
        }

        var gpuBackend = new ReferenceComputeOps(ComputeShaderSingleton.Instance.referenceKernels);
        var fn         = new CustomComputeKernel(tensorToTextureSRGB, "TensorToTexture" + (lut == null?"NoLUT":"3DLUT"));
        var XonDevice  = gpuBackend.Pin(X);

        fn.SetTensor("X", X.shape, XonDevice.buffer, XonDevice.offset);
        fn.shader.SetTexture(fn.kernelIndex, "Otex2D", target);
        fn.shader.SetVector("_Scale", scale);
        fn.shader.SetVector("_Bias", bias);
        fn.shader.SetInts("_Pad", new int[] { batch, 0, 0, fromChannel });
        fn.shader.SetBool("_FlipY", true);
        if (lut != null)
        {
            fn.shader.SetTexture(fn.kernelIndex, "Otex3D", lut);
            fn.shader.SetVector("_LutParams", new Vector2(1f / lut.width, lut.width - 1f));
        }

        fn.Dispatch(target.width, target.height, 1);
    }