比较提交
合并到: unity-tech-cn:main
unity-tech-cn:/main
unity-tech-cn:/2019.3-marc
unity-tech-cn:/lw-hw19-volume-env
unity-tech-cn:/release-2019.1
unity-tech-cn:/release-2019.2
unity-tech-cn:/demo-work-customrenderer
unity-tech-cn:/bugfix-R11G11B10-check
unity-tech-cn:/dots-input
unity-tech-cn:/bugfix-fix-vulkan-swapchain-image-count
unity-tech-cn:/deferred-renderer
unity-tech-cn:/adding-adaptive-performance
unity-tech-cn:/incrementalpipeline2
unity-tech-cn:/demo-ssao-2020.1
unity-tech-cn:/dots-physics
unity-tech-cn:/release-2019.3
unity-tech-cn:/release-2019.4-LTS
unity-tech-cn:/demo-webinar-unitenow
unity-tech-cn:/feature-custom-postprocessing
unity-tech-cn:/feature-infinite-sea
unity-tech-cn:/adaptive-performance
unity-tech-cn:/feature-new-clouds
unity-tech-cn:/seans-add-link-xml
unity-tech-cn:/boatattack-xr-add-xr-support
unity-tech-cn:/demo-artist_tools
unity-tech-cn:/testing-urp-pointlight-shadows
unity-tech-cn:/demo-rgi
unity-tech-cn:/feature-imposters
unity-tech-cn:/demo-work
unity-tech-cn:/ps5-settings
unity-tech-cn:/seans-disable-camera-destroy
unity-tech-cn:/artist_tools_couch_version
unity-tech-cn:/updates-2019.4LTS
unity-tech-cn:/consoles-perf
unity-tech-cn:/graphics-tests
unity-tech-cn:/feature-new-level
unity-tech-cn:/boat-attack-2.0
unity-tech-cn:/testing-depth-repo
unity-tech-cn:/tests-bump-utf
unity-tech-cn:/testing-automation
unity-tech-cn:/nrp_perf
unity-tech-cn:/graphics-gpudriven
unity-tech-cn:/perf-ant-75
unity-tech-cn:/main/zhen.zhu
unity-tech-cn:/ps5-settings/minimal
拉取从: unity-tech-cn:adding-adaptive-performance
unity-tech-cn:/main
unity-tech-cn:/2019.3-marc
unity-tech-cn:/lw-hw19-volume-env
unity-tech-cn:/release-2019.1
unity-tech-cn:/release-2019.2
unity-tech-cn:/demo-work-customrenderer
unity-tech-cn:/bugfix-R11G11B10-check
unity-tech-cn:/dots-input
unity-tech-cn:/bugfix-fix-vulkan-swapchain-image-count
unity-tech-cn:/deferred-renderer
unity-tech-cn:/adding-adaptive-performance
unity-tech-cn:/incrementalpipeline2
unity-tech-cn:/demo-ssao-2020.1
unity-tech-cn:/dots-physics
unity-tech-cn:/release-2019.3
unity-tech-cn:/release-2019.4-LTS
unity-tech-cn:/demo-webinar-unitenow
unity-tech-cn:/feature-custom-postprocessing
unity-tech-cn:/feature-infinite-sea
unity-tech-cn:/adaptive-performance
unity-tech-cn:/feature-new-clouds
unity-tech-cn:/seans-add-link-xml
unity-tech-cn:/boatattack-xr-add-xr-support
unity-tech-cn:/demo-artist_tools
unity-tech-cn:/testing-urp-pointlight-shadows
unity-tech-cn:/demo-rgi
unity-tech-cn:/feature-imposters
unity-tech-cn:/demo-work
unity-tech-cn:/ps5-settings
unity-tech-cn:/seans-disable-camera-destroy
unity-tech-cn:/artist_tools_couch_version
unity-tech-cn:/updates-2019.4LTS
unity-tech-cn:/consoles-perf
unity-tech-cn:/graphics-tests
unity-tech-cn:/feature-new-level
unity-tech-cn:/boat-attack-2.0
unity-tech-cn:/testing-depth-repo
unity-tech-cn:/tests-bump-utf
unity-tech-cn:/testing-automation
unity-tech-cn:/nrp_perf
unity-tech-cn:/graphics-gpudriven
unity-tech-cn:/perf-ant-75
unity-tech-cn:/main/zhen.zhu
unity-tech-cn:/ps5-settings/minimal
此合并请求有变更与目标分支冲突。
/Packages/manifest.json
/Assets/Resources/AppManager.prefab
/Assets/scenes/demo_Island.unity
/ProjectSettings/EditorBuildSettings.asset
10 次代码提交
作者 | SHA1 | 备注 | 提交日期 |
---|---|---|---|
Lukas Chodosevicius | 48d60582 | Updating demo_island with ap | 5 年前 |
Lukas Chodosevicius | 3f0c1ffe | Addressing new ap changes | 5 年前 |
Lukas Chodosevicius | 8b04c9c1 | Merge remote-tracking branch 'origin/adding-adaptive-performance' into adding-adaptive-performance | 5 年前 |
davidbe | 81da8caf | Add Device Simulator use use Adaptive Performance Simulation in Editor. | 5 年前 |
Lukas Chodosevicius | 7086ea93 | Updating repository from SRP to Graphics | 5 年前 |
Lukas Chodosevicius | e053c367 | Downgrading textmeshpro to 2.1.0-preview.4 | 5 年前 |
Lukas Chodosevicius | 15f26d16 | Setting demo_island as build target | 5 年前 |
Lukas Chodosevicius | 5bbfb966 | Adding adaptive performance indexer into demo_island | 5 年前 |
Lukas Chodosevicius | 2b24feb0 | Adding adaptive performance as local packages and srp as local package | 5 年前 |
Lukas Chodosevicius | bf49af86 | Changing app settings to be more heavy on android | 5 年前 |
共有 22 个文件被更改,包括 770 次插入 和 18 次删除
-
7ProjectSettings/EditorBuildSettings.asset
-
10Packages/manifest.json
-
14Assets/Resources/AppManager.prefab
-
294Assets/scenes/demo_Island.unity
-
8Assets/Adaptive Performance.meta
-
168Assets/Adaptive Performance/AdaptivePerformanceDemo.prefab
-
7Assets/Adaptive Performance/AdaptivePerformanceDemo.prefab.meta
-
78Assets/Adaptive Performance/AdaptivePerformanceGeneralSettings.asset
-
8Assets/Adaptive Performance/AdaptivePerformanceGeneralSettings.asset.meta
-
91Assets/Adaptive Performance/AdaptivePerformanceVisualize.cs
-
11Assets/Adaptive Performance/AdaptivePerformanceVisualize.cs.meta
-
8Assets/Adaptive Performance/Provider.meta
-
14Assets/Adaptive Performance/Provider/Samsung Android Provider Loader.asset
-
8Assets/Adaptive Performance/Provider/Samsung Android Provider Loader.asset.meta
-
14Assets/Adaptive Performance/Provider/Simulator Provider Loader.asset
-
8Assets/Adaptive Performance/Provider/Simulator Provider Loader.asset.meta
-
8Assets/Adaptive Performance/Settings.meta
-
24Assets/Adaptive Performance/Settings/Samsung Android Provider Settings.asset
-
8Assets/Adaptive Performance/Settings/Samsung Android Provider Settings.asset.meta
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using UnityEngine; |
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using UnityEngine.AdaptivePerformance; |
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using System.Collections.Generic; |
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|
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public class AdaptivePerformanceVisualize : MonoBehaviour |
|||
{ |
|||
[SerializeField] private Font m_Font; |
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[SerializeField] private int m_FontSize = 16; |
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private GUIStyle m_DefaultStyle; |
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private GUIStyle m_BoldStyle; |
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private List<AdaptivePerformanceScaler> m_AppliedScalers; |
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private List<AdaptivePerformanceScaler> m_UnappliedScalers; |
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|
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private void Start() |
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{ |
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m_DefaultStyle = new GUIStyle() { fontSize = m_FontSize, richText = true, normal = new GUIStyleState() { textColor = Color.white } }; |
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m_BoldStyle = new GUIStyle() { fontSize = m_FontSize, fontStyle = FontStyle.Bold, normal = new GUIStyleState() { textColor = Color.white } }; |
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|
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m_AppliedScalers = new List<AdaptivePerformanceScaler>(16); |
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m_UnappliedScalers = new List<AdaptivePerformanceScaler>(16); |
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|
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if (m_Font) |
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{ |
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m_DefaultStyle.font = m_Font; |
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m_BoldStyle.font = m_Font; |
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} |
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} |
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|
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private void OnGUI() |
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{ |
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GUILayout.BeginVertical(); |
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|
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GUILayout.Label(string.Format("performance:"), m_BoldStyle); |
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var currentFps = (int)(1f / Holder.Instance.PerformanceStatus.FrameTiming.AverageFrameTime); |
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GUILayout.Label(string.Format(" fps: {0}", currentFps), m_DefaultStyle); |
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GUILayout.Label(string.Format(" bootlneck: <b>{0}</b>", Holder.Instance.PerformanceStatus.PerformanceMetrics.PerformanceBottleneck), m_DefaultStyle); |
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GUILayout.Label(string.Format(" gpu frame time: {0:0.####}s", Holder.Instance.PerformanceStatus.FrameTiming.AverageGpuFrameTime), m_DefaultStyle); |
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GUILayout.Label(string.Format(" cpu frame time: {0:0.####}s", Holder.Instance.PerformanceStatus.FrameTiming.AverageCpuFrameTime), m_DefaultStyle); |
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|
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GUILayout.Label("thermal", m_BoldStyle); |
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var tempTrend = Holder.Instance.ThermalStatus.ThermalMetrics.TemperatureTrend; |
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if (tempTrend <= 0) |
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GUILayout.Label(string.Format(" trend: <color=lime>{0:0.####}</color>", tempTrend), m_DefaultStyle); |
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else |
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GUILayout.Label(string.Format(" trend: <color=red>{0:0.####}</color>", tempTrend), m_DefaultStyle); |
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var tempLevel = Holder.Instance.ThermalStatus.ThermalMetrics.TemperatureLevel; |
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if (tempLevel < 0.8f) |
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GUILayout.Label(string.Format(" level: <color=lime>{0:0.##}</color>", tempLevel), m_DefaultStyle); |
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else |
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GUILayout.Label(string.Format(" level: <color=red>{0:0.##}</color>", tempLevel), m_DefaultStyle); |
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var tempWarning = Holder.Instance.ThermalStatus.ThermalMetrics.WarningLevel; |
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if (tempWarning == WarningLevel.NoWarning) |
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GUILayout.Label(string.Format(" warning: <color=lime>{0}</color>", tempWarning), m_DefaultStyle); |
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else |
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GUILayout.Label(string.Format(" warning: <color=red>{0}</color>", tempWarning), m_DefaultStyle); |
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|
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var indexer = Holder.Instance.Indexer; |
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if (indexer != null) |
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{ |
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GUILayout.Label(indexer.Active ? "<color=lime>indexer</color>" : "<color=red>indexer</color>", m_BoldStyle); |
|||
if (indexer.Active) |
|||
{ |
|||
GUILayout.Label(string.Format(" timer: <b>{0}</b>", Mathf.RoundToInt(indexer.TimeUntilNextAction)), m_DefaultStyle); |
|||
GUILayout.Label(" applied scalers:", m_DefaultStyle); |
|||
indexer.GetAppliedScalers(ref m_AppliedScalers); |
|||
foreach (var scaler in m_AppliedScalers) |
|||
GUILayout.Label(string.Format(" name: {0} level: {1}/{2} cost: {3} <b>{4}#{5}</b>", |
|||
scaler.GetType().Name, scaler.CurrentLevel, scaler.MaxLevel, scaler.CalculateCost(), scaler.GpuImpact, scaler.CpuImpact), m_DefaultStyle); |
|||
GUILayout.Label(" unapplied scalers:", m_DefaultStyle); |
|||
indexer.GetUnappliedScaler(ref m_UnappliedScalers); |
|||
foreach (var scaler in m_UnappliedScalers) |
|||
GUILayout.Label(string.Format(" name: {0} cost: {1} <b>{2}#{3}</b>", |
|||
scaler.GetType().Name, scaler.CalculateCost(), scaler.GpuImpact, scaler.CpuImpact), m_DefaultStyle); |
|||
var perfAction = indexer.PerformanceAction; |
|||
if (perfAction != StateAction.Decrease && perfAction != StateAction.FastDecrease) |
|||
GUILayout.Label(string.Format(" performance action: <color=lime>{0}</color>", perfAction), m_DefaultStyle); |
|||
else |
|||
GUILayout.Label(string.Format(" performance action: <color=red>{0}</color>", perfAction), m_DefaultStyle); |
|||
var tempAction = indexer.ThermalAction; |
|||
if (tempAction != StateAction.Decrease && perfAction != StateAction.FastDecrease) |
|||
GUILayout.Label(string.Format(" thermal action: <color=lime>{0}</color>", tempAction), m_DefaultStyle); |
|||
else |
|||
GUILayout.Label(string.Format(" thermal action: <color=red>{0}</color>", tempAction), m_DefaultStyle); |
|||
} |
|||
if (GUILayout.Button(indexer.Active ? "turn off" : "turn on")) |
|||
indexer.Active = !indexer.Active; |
|||
} |
|||
|
|||
GUILayout.EndVertical(); |
|||
} |
|||
} |
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