コード例 #1
0
    public AsyncTextureReader(RenderTexture texture)
    {
        Status  = AsyncTextureReaderStatus.Idle;
        Texture = texture;

        // WARNING - if you change this, you'll need to update code below
        Debug.Assert(
            texture.format == RenderTextureFormat.ARGBFloat ||
            texture.format == RenderTextureFormat.RGFloat ||
            texture.format == RenderTextureFormat.RFloat ||
            texture.format == RenderTextureFormat.ARGB32);

        Debug.Assert(texture.dimension == TextureDimension.Tex2D);

        var sync = System.Environment.GetEnvironmentVariable("FORCE_SYNC_GPU_READBACK");

        if (sync == null)
        {
            if (SystemInfo.supportsAsyncGPUReadback)
            {
                int length;
                Type = ReadType.Native;
                if (texture.format == RenderTextureFormat.ARGBFloat)
                {
                    BytesPerPixel    = 16;
                    NativeReadFormat = TextureFormat.RGBAFloat;
                    length           = Texture.width * Texture.height;
                }
                else if (texture.format == RenderTextureFormat.RGFloat)
                {
                    BytesPerPixel    = 8;
                    NativeReadFormat = TextureFormat.RGFloat;
                    length           = Texture.width * Texture.height;
                }
                else if (texture.format == RenderTextureFormat.RFloat)
                {
                    BytesPerPixel    = 4;
                    NativeReadFormat = TextureFormat.RFloat;
                    length           = Texture.width * Texture.height;
                }
                else // if (texture.format == RenderTextureFormat.ARGB32)
                {
                    BytesPerPixel    = 3;
                    NativeReadFormat = TextureFormat.RGB24;
                    length           = Texture.width * Texture.height * BytesPerPixel;
                }
                Data = new NativeArray <T>(length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
                return;
            }

            if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore &&
                SystemInfo.operatingSystemFamily == OperatingSystemFamily.Linux)
            {
                var version = SystemInfo.graphicsDeviceVersion;
                version = version.Split(new char[] { ' ' }, 3)[1];
                var parts = version.Split(new char[] { '.' });
                int major = int.Parse(parts[0]);
                int minor = int.Parse(parts[1]);
                //Debug.Log($"OpenGL version = {major}.{minor}");

                if (major > 3 || major == 3 && minor >= 2) // GL_ARB_sync
                {
                    debug = new DebugDelegate(DebugCallback);
                    AsyncTextureReaderImports.AsyncTextureReaderSetDebug(Marshal.GetFunctionPointerForDelegate(debug));

                    int length;
                    if (texture.format == RenderTextureFormat.ARGBFloat)
                    {
                        BytesPerPixel = 16;
                        length        = Texture.width * Texture.height;
                    }
                    else if (texture.format == RenderTextureFormat.RGFloat)
                    {
                        BytesPerPixel = 8;
                        length        = Texture.width * Texture.height;
                    }
                    else if (texture.format == RenderTextureFormat.RFloat)
                    {
                        BytesPerPixel = 4;
                        length        = Texture.width * Texture.height;
                    }
                    else // if (texture.format == RenderTextureFormat.ARGB32)
                    {
                        BytesPerPixel = 4;
                        length        = Texture.width * Texture.height * BytesPerPixel;
                    }

                    texture.Create();
                    Data    = new NativeArray <T>(length, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
                    LinuxId = AsyncTextureReaderImports.AsyncTextureReaderCreate(texture.GetNativeTexturePtr(), Data.Length);
                    if (LinuxId >= 0)
                    {
                        LinuxUpdate = AsyncTextureReaderImports.AsyncTextureReaderGetUpdate();
                        GL.IssuePluginEvent(LinuxUpdate, LinuxId);

                        Type = ReadType.LinuxOpenGL;
                    }
                    else
                    {
                        Debug.Log("ERROR: failed to create native AsyncTextureReader");
                    }
                    return;
                }
            }
        }

        if (texture.format != RenderTextureFormat.ARGB32)
        {
            Debug.Log("ERROR: fallback AsyncTextureReader supports only ARGB32 texture format");
            Type = ReadType.None;
            return;
        }

        Type          = ReadType.Sync;
        BytesPerPixel = 3;
        Data          = new NativeArray <T>(texture.width * texture.height * BytesPerPixel, Allocator.Persistent, NativeArrayOptions.UninitializedMemory);
        ReadTexture   = new Texture2D(texture.width, texture.height, TextureFormat.RGB24, false);
    }
コード例 #2
0
    public AsyncTextureReader(RenderTexture texture)
    {
        Status  = AsyncTextureReaderStatus.Idle;
        Texture = texture;

        // WARNING - if you change this, you'll need to update code below
        Debug.Assert(
            texture.format == RenderTextureFormat.ARGBFloat ||
            texture.format == RenderTextureFormat.RGFloat ||
            texture.format == RenderTextureFormat.RFloat ||
            texture.format == RenderTextureFormat.ARGB32);

        Debug.Assert(texture.dimension == TextureDimension.Tex2D);

        var sync = System.Environment.GetEnvironmentVariable("FORCE_SYNC_GPU_READBACK");

        if (sync == null)
        {
            if (SystemInfo.supportsAsyncGPUReadback)
            {
                Type = ReadType.Native;
                if (texture.format == RenderTextureFormat.ARGBFloat)
                {
                    BytesPerPixel    = 16;
                    NativeReadFormat = TextureFormat.RGBAFloat;
                    ElementCount     = Texture.width * Texture.height;
                    SizeInBytes      = ElementCount * BytesPerPixel;
                }
                else if (texture.format == RenderTextureFormat.RGFloat)
                {
                    BytesPerPixel    = 8;
                    NativeReadFormat = TextureFormat.RGFloat;
                    ElementCount     = Texture.width * Texture.height;
                    SizeInBytes      = ElementCount * BytesPerPixel;
                }
                else if (texture.format == RenderTextureFormat.RFloat)
                {
                    BytesPerPixel    = 4;
                    NativeReadFormat = TextureFormat.RFloat;
                    ElementCount     = Texture.width * Texture.height;
                    SizeInBytes      = ElementCount * BytesPerPixel;
                }
                else // if (texture.format == RenderTextureFormat.ARGB32)
                {
                    BytesPerPixel    = 3;
                    NativeReadFormat = TextureFormat.RGB24;
                    ElementCount     = Texture.width * Texture.height * BytesPerPixel;
                    SizeInBytes      = ElementCount;
                }
                Data = new T[ElementCount];
                return;
            }

            if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore &&
                SystemInfo.operatingSystemFamily == OperatingSystemFamily.Linux)
            {
                var version = SystemInfo.graphicsDeviceVersion;
                version = version.Split(new char[] { ' ' }, 3)[1];
                var parts = version.Split(new char[] { '.' });
                int major = int.Parse(parts[0]);
                int minor = int.Parse(parts[1]);
                //Debug.Log($"OpenGL version = {major}.{minor}");

                // OpenGL extensions required:
                // ARB_buffer_storage (from 4.4)
                // ARB_shader_image_load_store (from 4.2)
                // ARB_sync (from 3.2)
                if (major > 4 || major == 4 && minor >= 4)
                {
                    debug = new DebugDelegate(DebugCallback);
                    AsyncTextureReaderImports.AsyncTextureReaderSetDebug(Marshal.GetFunctionPointerForDelegate(debug));

                    if (texture.format == RenderTextureFormat.ARGBFloat)
                    {
                        BytesPerPixel = 16;
                        ElementCount  = Texture.width * Texture.height;
                        SizeInBytes   = ElementCount * BytesPerPixel;
                    }
                    else if (texture.format == RenderTextureFormat.RGFloat)
                    {
                        BytesPerPixel = 8;
                        ElementCount  = Texture.width * Texture.height;
                        SizeInBytes   = ElementCount * BytesPerPixel;
                    }
                    else if (texture.format == RenderTextureFormat.RFloat)
                    {
                        BytesPerPixel = 4;
                        ElementCount  = Texture.width * Texture.height;
                        SizeInBytes   = ElementCount * BytesPerPixel;
                    }
                    else // if (texture.format == RenderTextureFormat.ARGB32)
                    {
                        BytesPerPixel = 4;
                        ElementCount  = Texture.width * Texture.height * BytesPerPixel;
                        SizeInBytes   = ElementCount;
                    }

                    Data = new T[ElementCount];
                    texture.Create();
                    LinuxId = AsyncTextureReaderImports.AsyncTextureReaderCreate(texture.GetNativeTexturePtr(), SizeInBytes);
                    if (LinuxId >= 0)
                    {
                        LinuxUpdate = AsyncTextureReaderImports.AsyncTextureReaderGetUpdate();
                        GL.IssuePluginEvent(LinuxUpdate, LinuxId);

                        Type = ReadType.LinuxOpenGL;
                    }
                    else
                    {
                        Debug.Log("ERROR: failed to create native AsyncTextureReader");
                    }
                    return;
                }
            }
        }

        if (texture.format != RenderTextureFormat.ARGB32)
        {
            Debug.Log("ERROR: fallback AsyncTextureReader supports only ARGB32 texture format");
            Type = ReadType.None;
            return;
        }

        Type          = ReadType.Sync;
        BytesPerPixel = 3;
        ElementCount  = Texture.width * Texture.height * BytesPerPixel;
        SizeInBytes   = ElementCount;
        Data          = new T[ElementCount];
        ReadTexture   = new Texture2D(texture.width, texture.height, TextureFormat.RGB24, false);
    }