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fix profiling markers for C#

/main
Arnaud Carre 7 年前
当前提交
532e9568
共有 4 个文件被更改,包括 149 次插入69 次删除
  1. 35
      ScriptableRenderPipeline/Core/ProfilingSample.cs
  2. 15
      ScriptableRenderPipeline/Core/Shadow/Shadow.cs
  3. 149
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  4. 19
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

35
ScriptableRenderPipeline/Core/ProfilingSample.cs


using System;
using UnityEngine.Rendering;
using UnityEngine.Profiling;
public readonly CommandBuffer cmd;
public readonly string name;
CommandBuffer m_Cmd;
string m_Name;
CustomSampler m_Sampler;
public ProfilingSample(CommandBuffer cmd, string name)
public ProfilingSample(CommandBuffer cmd, string name,CustomSampler sampler=null)
this.cmd = cmd;
this.name = name;
m_Cmd = cmd;
m_Name = name;
m_Sampler = sampler;
if ( m_Sampler != null )
m_Sampler.Begin();
public ProfilingSample(CommandBuffer cmd, string format, object arg)
public ProfilingSample(CommandBuffer cmd, string format, object arg) : this(cmd,string.Format(format, arg))
this.cmd = cmd;
name = string.Format(format, arg);
m_Disposed = false;
cmd.BeginSample(name);
public ProfilingSample(CommandBuffer cmd, string format, params object[] args)
public ProfilingSample(CommandBuffer cmd, string format, params object[] args) : this(cmd,string.Format(format, args))
this.cmd = cmd;
name = string.Format(format, args);
m_Disposed = false;
cmd.BeginSample(name);
}
public void Dispose()

// As this is a struct, it could have been initialized using an empty constructor so we
// need to make sure `cmd` isn't null to avoid a crash. Switching to a class would fix
// this but will generate garbage on every frame (and this struct is used quite a lot).
if (disposing && cmd != null)
cmd.EndSample(name);
if (disposing && m_Cmd != null)
{
m_Cmd.EndSample(m_Name);
if (m_Sampler != null)
m_Sampler.End();
}
m_Disposed = true;
}

15
ScriptableRenderPipeline/Core/Shadow/Shadow.cs


namespace UnityEngine.Experimental.Rendering
{
using ShadowRequestVector = VectorArray<ShadowmapBase.ShadowRequest>;
using ShadowDataVector = VectorArray<ShadowData>;
using ShadowDataVector = VectorArray<ShadowData>;
using ShadowAlgoVector = VectorArray<GPUShadowAlgorithm>;
using ShadowAlgoVector = VectorArray<GPUShadowAlgorithm>;
using Profiling;
// Standard shadow map atlas implementation using one large shadow map
public class ShadowAtlas : ShadowmapBase, IDisposable

protected float[] m_TmpBorders = new float[((k_MaxCascadesInShader+3)/4)*4];
protected ShadowAlgoVector m_SupportedAlgorithms = new ShadowAlgoVector( 0, false );
protected Material m_DebugMaterial = null;
private CustomSampler m_SamplerShadowMaps = CustomSampler.Create("ShadowMaps");
protected struct Key
{

{
if (m_ActiveEntriesCount == 0)
return;
var profilingSample = new ProfilingSample(cmd, "Shadowmap{0}", m_TexSlot);
string sLabel = string.Format("Shadowmap{0}", m_TexSlot);
var profilingSample = new ProfilingSample(cmd, sLabel, m_SamplerShadowMaps);
string cbName = "";
if (!string.IsNullOrEmpty( m_ShaderKeyword ) )

private ShadowRequestVector m_TmpRequests = new ShadowRequestVector( 0, false );
// The following vector holds data that are returned to the caller so it can be sent to GPU memory in some form. Contents are stable in between calls to ProcessShadowRequests.
private ShadowIndicesVector m_ShadowIndices = new ShadowIndicesVector( 0, false );
private CustomSampler m_SamplerRenderShadows = CustomSampler.Create("RenderShadows");
public override uint GetShadowMapCount()
{

public override void RenderShadows( FrameId frameId, ScriptableRenderContext renderContext, CommandBuffer cmd, CullResults cullResults, List<VisibleLight> lights)
{
using (new ProfilingSample(cmd, "Render Shadows"))
using (new ProfilingSample(cmd, "Render Shadows", m_SamplerRenderShadows))
{
foreach( var sm in m_Shadowmaps )
{

149
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


using System.Linq;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.Experimental.Rendering.HDPipeline.TilePass;
using UnityEngine.Profiling;
#if UNITY_EDITOR
using UnityEditor;

Transparent
}
public enum CustomSamplerId
{
PushGlobal_Parameters,
Copy_SetDepthBuffer,
Copydepth_stencilbuffer,
Copy_StencilBuffer,
Forward,
Build_Light_list_and_render_shadows,
Blit_to_final_RT,
Distortion,
ApplyDistortion,
Depth_Prepass,
GBuffer,
DisplayDebug_ViewMaterial,
DebugViewMaterialGBuffer,
Blit_DebugView_Material_Debug,
Subsurface_Scattering,
ForwardPassName,
Forward_Transparent_Depth_Prepass,
Render_Forward_Error,
Velocity,
Gaussian_Pyramid_Color,
Pyramid_Depth,
Post_processing,
Render_Debug,
InitAndClearBuffer,
InitGBuffers_and_clear_Depth_Stencil,
Clear_SSS_diffuse_target,
Clear_SSS_filtering_target,
Clear_stencil_texture,
Clear_HTile,
Clear_HDR_target,
Clear_GBuffer,
HDRenderPipeline_Render,
CullResults_Cull,
TP_PrepareLightsForGPU,
TP_Push_Global_Parameters,
TP_Tiled_Lighting_Debug,
TP_Deferred_Directional,
TP_m_TileSettings_enableTileAndCluster,
TP_Forward_pass,
TP_Forward_Tiled_Cluster_pass,
TP_Display_Shadows,
TP_RenderDeferredLighting,
Max
}
static readonly string[] k_ForwardPassDebugName =
{
"Forward Opaque Debug Display",

RenderTargetIdentifier m_CameraStencilBufferCopyRT;
RenderTargetIdentifier m_HTileRT;
static CustomSampler[] m_samplers = new CustomSampler[ (int)CustomSamplerId.Max ];
// The pass "SRPDefaultUnlit" is a fall back to legacy unlit rendering and is required to support unity 2d + unity UI that render in the scene.
ShaderPassName[] m_ForwardAndForwardOnlyPassNames = { new ShaderPassName(), new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName};
ShaderPassName[] m_ForwardOnlyPassNames = { new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName};

CommonSettings.Settings m_CommonSettings = CommonSettings.Settings.s_Defaultsettings;
SkySettings m_SkySettings = null;
static public CustomSampler GetSampler( CustomSamplerId id )
{
return m_samplers[(int)id];
}
public CommonSettings.Settings commonSettingsToUse
{

m_DebugDisplaySettings.RegisterDebug();
m_DebugFullScreenTempRT = HDShaderIDs._DebugFullScreenTexture;
// Init all samplers
for (int i=0;i<(int)CustomSamplerId.Max;i++)
{
CustomSamplerId id = (CustomSamplerId)i;
m_samplers[i] = CustomSampler.Create("C#_"+id.ToString());
}
InitializeRenderStateBlocks();
RegisterDebug();

public void PushGlobalParams(HDCamera hdCamera, CommandBuffer cmd, SubsurfaceScatteringSettings sssParameters)
{
using (new ProfilingSample(cmd, "Push Global Parameters"))
using (new ProfilingSample(cmd, "Push Global Parameters", GetSampler(CustomSamplerId.PushGlobal_Parameters)))
{
hdCamera.SetupGlobalParams(cmd);

void CopyDepthBufferIfNeeded(CommandBuffer cmd)
{
using (new ProfilingSample(cmd, NeedDepthBufferCopy() ? "Copy DepthBuffer" : "Set DepthBuffer"))
using (new ProfilingSample(cmd, NeedDepthBufferCopy() ? "Copy DepthBuffer" : "Set DepthBuffer",GetSampler(CustomSamplerId.Copy_SetDepthBuffer)))
using (new ProfilingSample(cmd, "Copy depth-stencil buffer"))
using (new ProfilingSample(cmd, "Copy depth-stencil buffer",GetSampler(CustomSamplerId.Copydepth_stencilbuffer)))
{
cmd.CopyTexture(m_CameraDepthStencilBufferRT, m_CameraDepthBufferCopyRT);
}

{
if (NeedStencilBufferCopy())
{
using (new ProfilingSample(cmd, "Copy StencilBuffer"))
using (new ProfilingSample(cmd, "Copy StencilBuffer",GetSampler(CustomSamplerId.Copy_StencilBuffer)))
{
cmd.SetRandomWriteTarget(1, GetHTile());
// Our method of exporting the stencil requires one pass per unique stencil value.

CullResults m_CullResults;
public override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
{
base.Render(renderContext, cameras);
// This is the main command buffer used for the frame.
var cmd = CommandBufferPool.Get("");
using (new ProfilingSample(cmd, "HDRenderPipeline::Render", GetSampler(CustomSamplerId.HDRenderPipeline_Render)))
{
base.Render(renderContext, cameras);
#if UNITY_EDITOR
SupportedRenderingFeatures.active = s_NeededFeatures;

HDCamera.CleanUnused();
m_FrameCount = Time.frameCount;
}
// This is the main command buffer used for the frame.
var cmd = CommandBufferPool.Get("");
foreach (var material in m_MaterialList)
material.RenderInit(cmd);

}
#endif
CullResults.Cull(ref cullingParams, renderContext,ref m_CullResults);
using (new ProfilingSample(cmd, "CullResults.Cull", GetSampler(CustomSamplerId.CullResults_Cull)))
{
CullResults.Cull(ref cullingParams, renderContext,ref m_CullResults);
}
Resize(camera);

// TODO: Add another path dedicated to planar reflection / real time cubemap that implement simpler lighting
// It is up to the users to only send unlit object for this camera path
using (new ProfilingSample(cmd, "Forward"))
using (new ProfilingSample(cmd, "Forward", GetSampler(CustomSamplerId.Forward)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.Color | ClearFlag.Depth);
RenderOpaqueRenderList(m_CullResults, camera, renderContext, cmd, HDShaderPassNames.s_ForwardName);

// Currently to know if you need shadow mask you need to go through all visible lights (of CullResult), check the LightBakingOutput struct and look at lightmapBakeType/mixedLightingMode. If one light have shadow mask bake mode, then you need shadow mask features (i.e extra Gbuffer).
// It mean that when we build a standalone player, if we detect a light with bake shadow mask, we generate all shader variant (with and without shadow mask) and at runtime, when a bake shadow mask light is visible, we dynamically allocate an extra GBuffer and switch the shader.
// So the first thing to do is to go through all the light: PrepareLightsForGPU
bool enableBakeShadowMask = m_LightLoop.PrepareLightsForGPU(m_ShadowSettings, m_CullResults, camera);
bool enableBakeShadowMask;
using (new ProfilingSample(cmd, "TP_PrepareLightsForGPU", HDRenderPipeline.GetSampler(HDRenderPipeline.CustomSamplerId.TP_PrepareLightsForGPU)))
{
enableBakeShadowMask = m_LightLoop.PrepareLightsForGPU(m_ShadowSettings, m_CullResults, camera);
}
ConfigureForShadowMask(enableBakeShadowMask, cmd);
InitAndClearBuffer(hdCamera, enableBakeShadowMask, cmd);

}
else
{
using (new ProfilingSample(cmd, "Build Light list and render shadows"))
using (new ProfilingSample(cmd, "Build Light list and render shadows",GetSampler(CustomSamplerId.Build_Light_list_and_render_shadows)))
{
// TODO: Everything here (SSAO, Shadow, Build light list, deferred shadow, material and light classification can be parallelize with Async compute)

// Planar and real time cubemap doesn't need post process and render in FP16
if (camera.cameraType == CameraType.Reflection)
{
using (new ProfilingSample(cmd, "Blit to final RT"))
using (new ProfilingSample(cmd, "Blit to final RT",GetSampler(CustomSamplerId.Blit_to_final_RT)))
{
// Simple blit
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);

renderContext.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
renderContext.Submit();
}
}
void RenderOpaqueRenderList(CullResults cull,

if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableDistortion)
return;
using (new ProfilingSample(cmd, "Distortion"))
using (new ProfilingSample(cmd, "Distortion",GetSampler(CustomSamplerId.Distortion)))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;

void RenderDistortion(CommandBuffer cmd, RenderPipelineResources resources)
{
using (new ProfilingSample(cmd, "ApplyDistortion"))
using (new ProfilingSample(cmd, "ApplyDistortion",GetSampler(CustomSamplerId.ApplyDistortion)))
{
var size = new Vector4(m_CurrentWidth, m_CurrentHeight, 1f / m_CurrentWidth, 1f / m_CurrentHeight);
uint x, y, z;

bool addFullDepthPrepass = m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() || m_Asset.renderingSettings.useDepthPrepassWithDeferredRendering;
bool addAlphaTestedOnly = !m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() && m_Asset.renderingSettings.useDepthPrepassWithDeferredRendering && m_Asset.renderingSettings.renderAlphaTestOnlyInDeferredPrepass;
using (new ProfilingSample(cmd, addAlphaTestedOnly ? "Depth Prepass alpha test" : "Depth Prepass"))
using (new ProfilingSample(cmd, addAlphaTestedOnly ? "Depth Prepass alpha test" : "Depth Prepass",GetSampler(CustomSamplerId.Depth_Prepass)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraDepthStencilBufferRT);
if (addFullDepthPrepass && !addAlphaTestedOnly) // Always true in case of forward rendering, use in case of deferred rendering if requesting a full depth prepass

if (m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
return;
using (new ProfilingSample(cmd, m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() ? "GBufferDebugDisplay" : "GBuffer"))
using (new ProfilingSample(cmd, m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() ? "GBufferDebugDisplay" : "GBuffer",GetSampler(CustomSamplerId.GBuffer)))
{
// setup GBuffer for rendering
CoreUtils.SetRenderTarget(cmd, m_GbufferManager.GetGBuffers(), m_CameraDepthStencilBufferRT);

void RenderDebugViewMaterial(CullResults cull, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
using (new ProfilingSample(cmd, "DisplayDebug ViewMaterial"))
using (new ProfilingSample(cmd, "DisplayDebug ViewMaterial",GetSampler(CustomSamplerId.DisplayDebug_ViewMaterial)))
using (new ProfilingSample(cmd, "DebugViewMaterialGBuffer"))
using (new ProfilingSample(cmd, "DebugViewMaterialGBuffer",GetSampler(CustomSamplerId.DebugViewMaterialGBuffer)))
{
CoreUtils.DrawFullScreen(cmd, m_currentDebugViewMaterialGBuffer, m_CameraColorBufferRT);
}

// Last blit
{
using (new ProfilingSample(cmd, "Blit DebugView Material Debug"))
using (new ProfilingSample(cmd, "Blit DebugView Material Debug",GetSampler(CustomSamplerId.Blit_DebugView_Material_Debug)))
{
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);
}

if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission || m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
return;
using (new ProfilingSample(cmd, "Subsurface Scattering"))
using (new ProfilingSample(cmd, "Subsurface Scattering",GetSampler(CustomSamplerId.Subsurface_Scattering)))
{
if (sssSettings.useDisneySSS)
{

profileName = k_ForwardPassName[(int)pass];
}
using (new ProfilingSample(cmd, profileName))
using (new ProfilingSample(cmd, profileName,GetSampler(CustomSamplerId.ForwardPassName)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);

void RenderTransparentDepthPrepass(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
using (new ProfilingSample(cmd,"Forward Transparent Depth Prepass"))
using (new ProfilingSample(cmd,"Forward Transparent Depth Prepass",GetSampler(CustomSamplerId.Forward_Transparent_Depth_Prepass)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraDepthStencilBufferRT);
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, HDShaderPassNames.s_TransparentDepthPrepassName, preRefractionQueue: true);

[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
void RenderForwardError(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd, ForwardPass pass)
{
using (new ProfilingSample(cmd, "Render Forward Error"))
using (new ProfilingSample(cmd, "Render Forward Error",GetSampler(CustomSamplerId.Render_Forward_Error)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);

void RenderVelocity(CullResults cullResults, HDCamera hdcam, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
using (new ProfilingSample(cmd, "Velocity"))
using (new ProfilingSample(cmd, "Velocity",GetSampler(CustomSamplerId.Velocity)))
{
// If opaque velocity have been render during GBuffer no need to render it here
// TODO: Currently we can't render velocity vector into GBuffer, neither during forward pass (in case of forward opaque), so it is always a separate pass

if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableGaussianPyramid)
return;
using (new ProfilingSample(cmd, "Gaussian Pyramid Color"))
using (new ProfilingSample(cmd, "Gaussian Pyramid Color",GetSampler(CustomSamplerId.Gaussian_Pyramid_Color)))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;

if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableGaussianPyramid)
return;
using (new ProfilingSample(cmd, "Pyramid Depth"))
using (new ProfilingSample(cmd, "Pyramid Depth",GetSampler(CustomSamplerId.Pyramid_Depth)))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;

void RenderPostProcesses(Camera camera, CommandBuffer cmd, PostProcessLayer layer)
{
using (new ProfilingSample(cmd, "Post-processing"))
using (new ProfilingSample(cmd, "Post-processing",GetSampler(CustomSamplerId.Post_processing)))
{
if (CoreUtils.IsPostProcessingActive(layer))
{

if (camera.camera.cameraType == CameraType.Reflection || camera.camera.cameraType == CameraType.Preview)
return;
using (new ProfilingSample(cmd, "Render Debug"))
using (new ProfilingSample(cmd, "Render Debug",GetSampler(CustomSamplerId.Render_Debug)))
{
// We make sure the depth buffer is bound because we need it to write depth at near plane for overlays otherwise the editor grid end up visible in them.
CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget, m_CameraDepthStencilBufferRT);

void InitAndClearBuffer(HDCamera camera, bool enableBakeShadowMask, CommandBuffer cmd)
{
using (new ProfilingSample(cmd, "InitAndClearBuffer"))
using (new ProfilingSample(cmd, "InitAndClearBuffer",GetSampler(CustomSamplerId.InitAndClearBuffer)))
using (new ProfilingSample(cmd, "InitGBuffers and clear Depth/Stencil"))
using (new ProfilingSample(cmd, "InitGBuffers and clear Depth/Stencil",GetSampler(CustomSamplerId.InitGBuffers_and_clear_Depth_Stencil)))
{
// Init buffer
// With scriptable render loop we must allocate ourself depth and color buffer (We must be independent of backbuffer for now, hope to fix that later).

}
// Clear the diffuse SSS lighting target
using (new ProfilingSample(cmd, "Clear SSS diffuse target"))
using (new ProfilingSample(cmd, "Clear SSS diffuse target",GetSampler(CustomSamplerId.Clear_SSS_diffuse_target)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraSssDiffuseLightingBufferRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
}

{
// Clear the SSS filtering target
using (new ProfilingSample(cmd, "Clear SSS filtering target"))
using (new ProfilingSample(cmd, "Clear SSS filtering target",GetSampler(CustomSamplerId.Clear_SSS_filtering_target)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraFilteringBuffer, ClearFlag.Color, CoreUtils.clearColorAllBlack);
}

if (NeedStencilBufferCopy())
{
using (new ProfilingSample(cmd, "Clear stencil texture"))
using (new ProfilingSample(cmd, "Clear stencil texture",GetSampler(CustomSamplerId.Clear_stencil_texture)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraStencilBufferCopyRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
}

{
using (new ProfilingSample(cmd, "Clear HTile"))
using (new ProfilingSample(cmd, "Clear HTile",GetSampler(CustomSamplerId.Clear_HTile)))
{
CoreUtils.SetRenderTarget(cmd, m_HTileRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
}

// Clear the HDR target
using (new ProfilingSample(cmd, "Clear HDR target"))
using (new ProfilingSample(cmd, "Clear HDR target",GetSampler(CustomSamplerId.Clear_HDR_target)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
}

{
using (new ProfilingSample(cmd, "Clear GBuffer"))
using (new ProfilingSample(cmd, "Clear GBuffer",GetSampler(CustomSamplerId.Clear_GBuffer)))
{
CoreUtils.SetRenderTarget(cmd, m_GbufferManager.GetGBuffers(), m_CameraDepthStencilBufferRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
}

19
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


public void PushGlobalParams(Camera camera, CommandBuffer cmd, ComputeShader computeShader, int kernelIndex, bool forceClustered = false)
{
using (new ProfilingSample(cmd, "Push Global Parameters"))
using (new ProfilingSample(cmd, "Push Global Parameters",HDRenderPipeline.GetSampler(HDRenderPipeline.CustomSamplerId.TP_Push_Global_Parameters)))
{
// Shadows
m_ShadowMgr.SyncData();

if (lightingDebug.tileDebugByCategory == TileSettings.TileDebug.None)
return;
using (new ProfilingSample(cmd, "Tiled Lighting Debug"))
using (new ProfilingSample(cmd, "Tiled Lighting Debug",HDRenderPipeline.GetSampler(HDRenderPipeline.CustomSamplerId.TP_Tiled_Lighting_Debug)))
{
bool bUseClusteredForDeferred = !usingFptl;

if (m_CurrentSunLight == null)
return;
using (new ProfilingSample(cmd, "Deferred Directional"))
using (new ProfilingSample(cmd, "Deferred Directional",HDRenderPipeline.GetSampler(HDRenderPipeline.CustomSamplerId.TP_Deferred_Directional)))
{
hdCamera.SetupComputeShader(deferredDirectionalShadowComputeShader, cmd);
m_ShadowMgr.BindResources(cmd, deferredDirectionalShadowComputeShader, s_deferredDirectionalShadowKernel);

string tilePassMRTName = "TilePass - Deferred Lighting Pass MRT";
string singlePassName = "SinglePass - Deferred Lighting Pass";
string SinglePassMRTName = "SinglePass - Deferred Lighting Pass MRT";
using (new ProfilingSample(cmd, m_TileSettings.enableTileAndCluster ?
string sLabel = m_TileSettings.enableTileAndCluster ?
(options.outputSplitLighting ? SinglePassMRTName : singlePassName)))
(options.outputSplitLighting ? SinglePassMRTName : singlePassName);
using (new ProfilingSample(cmd, sLabel,HDRenderPipeline.GetSampler(HDRenderPipeline.CustomSamplerId.TP_RenderDeferredLighting )))
{
var camera = hdCamera.camera;

cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs.specularLightingUAV, colorBuffers[0]);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs.diffuseLightingUAV, colorBuffers[1]);
// always do deferred lighting in blocks of 16x16 (not same as tiled light size)
if (enableFeatureVariants)

// Note: if we use render opaque with deferred tiling we need to render a opaque depth pass for these opaque objects
if (!m_TileSettings.enableTileAndCluster)
{
using (new ProfilingSample(cmd, "Forward pass"))
using (new ProfilingSample(cmd, "Forward pass",HDRenderPipeline.GetSampler(HDRenderPipeline.CustomSamplerId.TP_Forward_pass)))
{
cmd.EnableShaderKeyword("LIGHTLOOP_SINGLE_PASS");
cmd.DisableShaderKeyword("LIGHTLOOP_TILE_PASS");

// Only opaques can use FPTL, transparent must use clustered!
bool useFptl = renderOpaque && usingFptl;
using (new ProfilingSample(cmd, useFptl ? "Forward Tiled pass" : "Forward Clustered pass"))
using (new ProfilingSample(cmd, useFptl ? "Forward Tiled pass" : "Forward Clustered pass",HDRenderPipeline.GetSampler(HDRenderPipeline.CustomSamplerId.TP_Forward_Tiled_Cluster_pass)))
{
// say that we want to use tile of single loop
cmd.EnableShaderKeyword("LIGHTLOOP_TILE_PASS");

public void RenderDebugOverlay(Camera camera, CommandBuffer cmd, DebugDisplaySettings debugDisplaySettings, ref float x, ref float y, float overlaySize, float width)
{
LightingDebugSettings lightingDebug = debugDisplaySettings.lightingDebugSettings;
using (new ProfilingSample(cmd, "Display Shadows"))
using (new ProfilingSample(cmd, "Display Shadows",HDRenderPipeline.GetSampler(HDRenderPipeline.CustomSamplerId.TP_Display_Shadows)))
{
if (lightingDebug.shadowDebugMode == ShadowMapDebugMode.VisualizeShadowMap)
{

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