UE4 添加computeshader

本文介绍了在UE4开发过程中如何正确使用ComputeShader,特别强调了必须在UseComputeShader_RenderThread函数中将ComputeShader设置给RHICmdList,以避免DispathComputeShader时找不到computeShader的问题。此外,还分享了如何存储计算结果到工程目录的Saved/ScreenShots/windows/目录下,并提及可参考FPostProcessBloomSetupCS类进行实现。同时提供了computeShader的代码示例。
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参考这篇文章。笔者在开发时,犯了个错误:在UseComputeShader_RenderThread函数中,得到ComputeShader之后,要把这个computeshader设置给RHICmdList,否则下面DispathComputeSHader执行的时候会找不到computeShader(该指针为空)。

static void UseComputeShader_RenderThread(
	FRHICommandListImmediate& RHICmdList,
	FTextureRenderTargetResource* OutputRenderTargetResource,
	ERHIFeatureLevel::Type FeatureLevel
)
{
	check(IsInRenderingThread());
	TShaderMap<FGlobalShaderType>* GlobalShaderMap = GetGlobalShaderMap(FeatureLevel);
	TShaderMapRef<FShaderTestCS> ComputeShader(GlobalShaderMap);
	RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());

	int32 SizeX = OutputRenderTargetResource->GetSizeX();
	int32 SizeY = OutputRenderTargetResource->GetSizeY();
	FRHIResourceCreateInfo CreateInfo;
	FTexture2DRHIRef Texture = RHICreateTexture2D(SizeX, SizeY, PF_R32_UINT, 1, 1, TexCreate_ShaderResource | TexCreate_UAV, CreateInfo);
	//OutputRenderTargetResource->UA  
	FUnorderedAccessViewRHIRef TextureUAV = RHICreateUnorderedAccessView(Texture);
	ComputeShader->SetSurfaces(RHICmdList, TextureUAV);

	DispatchComputeShader(RHICmdList, *ComputeShader, SizeX / 32, SizeY / 32, 1);

	ComputeShader->UnbindBuffers(RHICmdList);
	//create a bitmap  
	TArray<FColor> Bitmap;

	//To access our resource we do a custom read using lockrect  
	uint32 LolStride = 0;
	char* TextureDataPtr = (char*)RHICmdList.LockTexture2D(Texture, 0, EResourceLockMode::RLM_Rea
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