Hello !
I need your help today ! I begin to work with compute shader in a really simple use case :
I have a depth camera and I want to calculate the bounding box of an object near to the camera.
But I have too much pixel to process and I want to use GPGPU, compute shader and parallelization to compute this.
I currently have a problem, when I run my program, I have the same min and max coordinates. So I think that all my group and threads write in the same time to my StructuredBuffers.
Do you have an idea to how to do that ?
Thanks a lot !
PS : Sorry for my English, I’m French ![]()
Here is the code of my compute shader :
#pragma kernel ComputeBoundingBox
//We define the size of a group in the x, y and z directions, z direction will just be one
#define thread_group_size_x 1024
#define thread_group_size_y 1
#define thread_group_size_z 1
//Size of the depthData frame
#define width 512;
#define height 424;
//DataBuffer = depthData of the camera
//minBuffer, maxBuffer, array of size 3 with min/max x, y and z
//mask = image area to process
RWStructuredBuffer<float> dataBuffer;
globallycoherent RWStructuredBuffer<float>minBuffer;
globallycoherent RWStructuredBuffer<float> maxBuffer;
RWStructuredBuffer<float> mask;
float xValue = 0, yValue = 0, zValue = 0;
[numthreads(thread_group_size_x, thread_group_size_y, thread_group_size_z)]
void ComputeBoundingBox(uint3 id : SV_DispatchThreadID)
{
xValue = (id.x + 1) % width;
yValue = (id.x + 1) / width;
zValue = dataBuffer[id.x];
if (mask[id.x] > 0.49)
{
if (zValue > 500 && zValue < 1500)
{
if (xValue < minBuffer[0])
minBuffer[0] = xValue;
else if (xValue > maxBuffer[0])
maxBuffer[0] = xValue;
if (yValue < minBuffer[1])
minBuffer[1] = yValue;
else if (yValue > maxBuffer[1])
maxBuffer[1] = yValue;
if (zValue < minBuffer[2])
minBuffer[2] = zValue;
else if (zValue > maxBuffer[2])
maxBuffer[2] = zValue;
}
}
}