Created
April 27, 2022 05:17
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AsyncGPUReadback Class
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using Unity.Collections; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
[System.Serializable] | |
public class RenderToCPU | |
{ | |
public event System.Action ErrorOccurred; | |
public int Width => _renderTarget.width; | |
public int Height => _renderTarget.height; | |
private RenderTexture _renderTarget; | |
private AsyncGPUReadbackRequest _requestedFrame; | |
private bool _isFrameRequested = false; | |
private float[] _colorBuffer; | |
public RenderToCPU(RenderTexture targetTexture) | |
{ | |
_renderTarget = targetTexture; | |
_colorBuffer = new float[_renderTarget.width * _renderTarget.height]; | |
System.Array.Clear(_colorBuffer, 0, _colorBuffer.Length); | |
} | |
public float GetColorClamped(int x, int y) | |
{ | |
x = Mathf.Clamp(x, 0, Width - 1); | |
y = Mathf.Clamp(y, 0, Height - 1); | |
float color = GetColor(x, y); | |
return color; | |
} | |
public float GetColor(int x, int y) | |
{ | |
return _colorBuffer[x + y * _renderTarget.width]; | |
} | |
public void Update() | |
{ | |
// If we have a request frame, check the status | |
if (_isFrameRequested) | |
{ | |
if (_requestedFrame.hasError) | |
{ | |
_isFrameRequested = false; | |
ErrorOccurred?.Invoke(); | |
Debug.LogWarning("Failed to read gpu texture"); | |
} | |
// If the frame is done, we can grab the pixel data | |
else if (_requestedFrame.done) | |
{ | |
_isFrameRequested = false; | |
NativeArray<float> colors = _requestedFrame.GetData<float>(); | |
colors.CopyTo(_colorBuffer); | |
} | |
} | |
// If we haven't request a frame yet, do so | |
else | |
{ | |
_isFrameRequested = true; | |
_requestedFrame = AsyncGPUReadback.Request(_renderTarget); | |
} | |
} | |
} |
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