设置RWStructuredBuffer值时,Unity Compute着色器无法编译

问题描述

我目前正在尝试将行进多维数据集算法从C#转换为计算着色器。看来问题出在最后两行。我已经按照统一错误日志中的说明报告了该错误,但是,我想知道是否可以围绕该错误编写代码并存储结果(floar3 [15]和int [15])?

错误消息

着色器编译器:编译marchingCubes.compute-getVertices:与着色器编译器进程通信的内部错误。请报告包含此着色器和编辑器日志的错误

HLSL脚本

int edgeTable[256] = { 0x0,0x109,0x203,...,0x0};

int triTableLengths[256] ={0,3,0};

int triTable[256][15] =
{
    {-1,-1,-1},.... other tri tables
};

float3 points[12] =
{
    float3(0.5,0),float3(1,0.5),float3(0.5,1),float3(0,1,0.5,1)
};

struct cubeResult
{
    float3 vertices[15];
    int triangles[15];
};

RWStructuredBuffer<cubeResult> Result;

float nodes[10][10][10];
float threshold;
float3 distPerNode = float3(1,1);

float lerp1(float x1,float x2,float t)
{
    return (t - x1) / (x2 - x1);
}

[numthreads(10,10,10)]
void getVertices(uint3 id : SV_dispatchThreadID)
{
    if (id.x + 1 == 100 || id.y + 1 == 100 || id.z + 1 == 100)
    {
        return;
    }

    int index = 0;
    //Texture2D temp = nodes[id.z + 1];
    float verticestemp[8] = 
    {
        nodes[id.x][id.y + 1][id.z + 1],nodes[id.x + 1][id.y + 1][id.z + 1],nodes[id.x + 1][id.y + 1][id.z],nodes[id.x][id.y + 1][id.z],nodes[id.x][id.y][id.z + 1],nodes[id.x + 1][id.y][id.z + 1],nodes[id.x + 1][id.y][id.z],nodes[id.x][id.y][id.z]
    };

    for (int i1 = 0; i1 < 8; i1++)
    {
        if (verticestemp[i1] > threshold)
        {
            index = index + pow(2,i1);
        }
    }

    int triangles[15] = triTable[index];

    float3 vertices[15];

    for (int i2 = 0; i2 < triTableLengths[index]; i2++)
    {
        vertices[i2] = points[triangles[i2]];
        
        if (vertices[i2].x == 0.5)
        {
            vertices[i2].x = lerp1(
                nodes[id.x - id.x % 2][id.y][id.z],nodes[id.x + 1 - id.x % 2][id.y][id.z],threshold);
        }
        if (vertices[i2].y == 0.5)
        {
            vertices[i2].y = lerp1(
                nodes[id.x][id.y - id.x % 2][id.z],nodes[id.x][id.y + 1 - id.x % 2][id.z],threshold);
        }
        if (vertices[i2].z == 0.5)
        {
            vertices[i2].z = lerp1(
                nodes[id.x][id.y][id.z - id.x % 2],nodes[id.x][id.y][id.z + 1 - id.x % 2],threshold);
        }

        vertices[i2].x = (vertices[i2].x + id.x) * distPerNode.x;
        vertices[i2].y = (vertices[i2].y + id.y) * distPerNode.y;
        vertices[i2].z = (vertices[i2].z + id.z) * distPerNode.z;

    }
    
    Result[id.x + id.y * 10 + id.z * 100].vertices = vertices;
    Result[id.x + id.y * 10 + id.z * 100].triangles = triangles;
}

导致错误的行

    Result[id.x + id.y * 10 + id.z * 100].vertices = vertices;
    Result[id.x + id.y * 10 + id.z * 100].triangles = triangles;

解决方法

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