Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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370 行
11 KiB

using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
#endif
namespace BoatAttack.Benchmark
{
public class Benchmark : MonoBehaviour
{
// data
public bool autoStart = true;
private bool singleBench = false;
[HideInInspector] public string urpVersion = "N/A";
public static string UrpVersion;
[HideInInspector] public int simpleRunScene = -1;
public BenchmarkConfigData settings;
public bool simpleRun = false;
public FinishAction finish = FinishAction.Exit;
public static bool SimpleRun;
private int _benchIndex;
public static BenchmarkData Current { get; private set; }
private static PerfomanceStats _stats;
// Timing data
public static int CurrentRunIndex;
public static int CurrentRunFrame;
private int _totalRunFrames;
private bool _running = false;
// Bench results
private readonly List<PerfBasic> _perfData = new List<PerfBasic>();
private void Start()
{
if (settings == null) AppSettings.ExitGame("Benchmark Not Setup");
SceneManager.sceneLoaded += OnSceneLoaded;
if (autoStart)
{
Initialize();
}
}
public void Initialize()
{
UrpVersion = urpVersion;
if(settings.disableVSync)
QualitySettings.vSyncCount = 0;
if(settings.stats)
_stats = gameObject.AddComponent<PerfomanceStats>();
DontDestroyOnLoad(gameObject);
if (simpleRun && settings.benchmarkData?[simpleRunScene] != null)
{
if(settings.stats)
_stats.mode = PerfomanceStats.PerfMode.DisplayOnly;
SimpleRun = simpleRun;
Current = settings.benchmarkData?[simpleRunScene];
LoadBenchmark();
}
else
{
if(settings.stats)
_stats.mode = PerfomanceStats.PerfMode.Benchmark;
Current = settings.benchmarkData?[_benchIndex];
LoadBenchmark();
}
}
private void OnDestroy()
{
RenderPipelineManager.endFrameRendering -= EndFrameRendering;
#if UNITY_EDITOR
EditorSceneManager.playModeStartScene = null; // need to reset benchmark start scene once benchmark is destroyed
#endif
}
public void LoadBenchmark(int index)
{
singleBench = true;
_benchIndex = index;
Initialize();
}
private void LoadBenchmark()
{
AppSettings.LoadScene(Current.scene);
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.path != Current.scene) return;
if (Current.warmup)
{
CurrentRunIndex = -1;
}
else
{
CurrentRunIndex = 0;
}
CurrentRunFrame = 0;
switch (Current.type)
{
case BenchmarkType.Scene:
break;
case BenchmarkType.Shader:
break;
default:
AppSettings.ExitGame("Benchmark Not Setup");
break;
}
if(settings.stats)
_stats.StartRun(Current.benchmarkName, Current.runLength);
BeginRun();
RenderPipelineManager.endFrameRendering += EndFrameRendering;
}
private void BeginRun()
{
CurrentRunFrame = 0;
}
private void EndFrameRendering(ScriptableRenderContext context, Camera[] cameras)
{
CurrentRunFrame++;
if (CurrentRunFrame < Current.runLength) return;
if(settings.stats)
_stats.EndRun();
CurrentRunIndex++;
if (CurrentRunIndex < Current.runs || simpleRun)
{
BeginRun();
}
else
{
RenderPipelineManager.endFrameRendering -= EndFrameRendering;
EndBenchmark();
}
}
public void EndBenchmark()
{
if(settings.stats && settings.saveData) SaveBenchmarkStats();
_benchIndex++;
if (_benchIndex < settings.benchmarkData.Count && !singleBench)
{
Current = settings.benchmarkData[_benchIndex];
LoadBenchmark();
}
else
{
FinishBenchmark();
}
}
private void FinishBenchmark()
{
SaveBenchmarkFile();
SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene());
switch (finish)
{
case FinishAction.Exit:
AppSettings.ExitGame();
break;
case FinishAction.ShowStats:
break;
case FinishAction.Nothing:
break;
case FinishAction.MainMenu:
AppSettings.LoadScene(0);
break;
default:
AppSettings.ExitGame("Benchmark Not Setup");
break;
}
}
private void SaveBenchmarkStats()
{
var stats = _stats.EndBench();
if (stats != null)
{
_perfData.Add(stats);
}
}
private void SaveBenchmarkFile()
{
// File name
var dateTimeNow = DateTime.Now;
var filename = $"{Application.productName}-{SystemInfo.deviceName}-{dateTimeNow.ToShortDateString()}-{dateTimeNow.ToShortTimeString()}";
filename = Path.GetInvalidFileNameChars().Aggregate(filename, (current, c) => current.Replace(c, '-'));
var path = GetResultPath() + $"/{filename}.json";
// Pack results
var results = new PerfResults
{
fileName = Path.GetFileName(path),
filePath = Path.GetFullPath(path),
timestamp = DateTime.Now.ToString(DateTimeFormatInfo.InvariantInfo),
perfStats = _perfData.ToArray()
};
// Write file
File.WriteAllText(path, JsonUtility.ToJson(results));
}
private static string GetResultPath()
{
var path = Application.isEditor ? Directory.GetParent(Application.dataPath).ToString() : Application.persistentDataPath;
path += "/PerformanceResults";
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
return path;
}
public static List<PerfResults> LoadAllBenchmarkStats()
{
var list = new List<PerfResults>();
var fileList = Directory.GetFiles(GetResultPath());
foreach (var file in fileList)
{
if(!File.Exists(file))
break;
var data = File.ReadAllText(file);
var result = JsonUtility.FromJson<PerfResults>(data);
list.Add(result);
}
return list;
}
}
public class PerfResults
{
public string fileName;
public string filePath;
public string timestamp;
public PerfBasic[] perfStats;
}
[Serializable]
public class PerfBasic
{
public TestInfo info;
public int Frames;
public RunData[] RunData;
public PerfBasic(string benchmarkName, string urpVersion, int frames)
{
Frames = frames;
info = new TestInfo(benchmarkName) {UrpVersion = urpVersion};
RunData = new RunData[Benchmark.Current.runs];
for (var index = 0; index < RunData.Length; index++)
{
RunData[index] = new RunData(new float[frames]);
}
}
}
[Serializable]
public class RunData
{
public float RunTime;
public float AvgMs;
public FrameData MinFrame = FrameData.DefaultMin;
public FrameData MaxFrame = FrameData.DefaultMax;
public float[] rawSamples;
public RunData(float[] times) { rawSamples = times; }
public void Average()
{
AvgMs = 0.0f;
foreach (var sample in rawSamples)
{
AvgMs += sample / rawSamples.Length;
}
}
public void SetMin(float ms, int frame) { MinFrame.ms = ms; MinFrame.frameIndex = frame; }
public void SetMax(float ms, int frame) { MaxFrame.ms = ms; MaxFrame.frameIndex = frame; }
public void EndRun(float runtime, FrameData min, FrameData max)
{
RunTime = runtime;
MinFrame = min;
MaxFrame = max;
Average();
}
}
[Serializable]
public class FrameData
{
public int frameIndex;
public float ms;
public FrameData(int frameNumber, float frameTime)
{
frameIndex = frameNumber;
ms = frameTime;
}
public void Set(int frameNumber, float frameTime)
{
frameIndex = frameNumber;
ms = frameTime;
}
public static FrameData DefaultMin => new FrameData(-1, Single.PositiveInfinity);
public static FrameData DefaultMax => new FrameData(-1, Single.NegativeInfinity);
}
[Serializable]
public class TestInfo
{
public string BenchmarkName;
public string Scene;
public string UnityVersion;
public string UrpVersion;
public string BoatAttackVersion;
public string Platform;
public string API;
public string CPU;
public string GPU;
public string Os;
public string Quality;
public string Resolution;
public TestInfo(string benchmarkName, string urpVersion = "N/A")
{
BenchmarkName = benchmarkName;
Scene = Utility.RemoveWhitespace(SceneManager.GetActiveScene().name);
UnityVersion = Application.unityVersion;
UrpVersion = urpVersion;
BoatAttackVersion = Application.version;
Platform = Utility.RemoveWhitespace(Application.platform.ToString());
API = Utility.RemoveWhitespace(SystemInfo.graphicsDeviceType.ToString());
CPU = Utility.RemoveWhitespace(SystemInfo.processorType);
GPU = Utility.RemoveWhitespace(SystemInfo.graphicsDeviceName);
Os = Utility.RemoveWhitespace(SystemInfo.operatingSystem);
Quality = Utility.RemoveWhitespace(QualitySettings.names[QualitySettings.GetQualityLevel()]);
Resolution = $"{Display.main.renderingWidth}x{Display.main.renderingHeight}";
}
}
}