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HDRenderPipeline: Reduce GC alloc by replacging call to Array.Sort by our own quicksort

/RenderPassXR_Sandbox
sebastienlagarde 8 年前
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6ecb6edd
共有 3 个文件被更改,包括 49 次插入6 次删除
  1. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.cs
  2. 13
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  3. 41
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.cs


if (settings.enable == false || isForward)
{
cmd.SetGlobalTexture(Uniforms._AOBuffer, UnityEngine.Rendering.PostProcessing.RuntimeUtilities.blackTexture); // Neutral is black, see the comment in the shaders
renderContext.ExecuteCommandBuffer(cmd);
return;
}

13
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


for (int i = 0; i < lcnt; ++i)
{
VisibleLight vl = cullResults.visibleLights[i];
if (vl.light.shadows == LightShadows.None)
continue;
if( vl.light.shadows != LightShadows.None && asd != null && asd.shadowDimmer > 0.0f )
m_ShadowRequests.Add( i );
if (asd != null && asd.shadowDimmer > 0.0f)
m_ShadowRequests.Add(i);
}
// pass this list to a routine that assigns shadows based on some heuristic
uint shadowRequestCount = (uint)m_ShadowRequests.Count;

sortKeys[sortCount++] = (uint)lightCategory << 27 | (uint)gpuLightType << 22 | (uint)lightVolumeType << 17 | shadow << 16 | (uint)lightIndex;
}
//TODO: Replace with custom sort, allocates mem and increases GC pressure.
Array.Sort(sortKeys, 0, sortCount);
Utilities.QuickSort(sortKeys, 0, sortCount - 1); // Call our own quicksort instead of Array.Sort(sortKeys, 0, sortCount) so we don't allocate memory (note the SortCount-1 that is different from original call).
// TODO: Refactor shadow management
// The good way of managing shadow:

}
// Not necessary yet but call it for future modification with sphere influence volume
Array.Sort(sortKeys, 0, sortCount);
Utilities.QuickSort(sortKeys, 0, sortCount - 1); // Call our own quicksort instead of Array.Sort(sortKeys, 0, sortCount) so we don't allocate memory (note the SortCount-1 that is different from original call).
for (int sortIndex = 0; sortIndex < sortCount; ++sortIndex)
{

{
var bUseClusteredForDeferred = !usingFptl;
// TODO: To reduce GC pressure don't do concat string here
using (new Utilities.ProfilingSample((m_TileSettings.enableTileAndCluster ? "TilePass - Deferred Lighting Pass" : "SinglePass - Deferred Lighting Pass") + (outputSplitLighting ? " MRT" : ""), cmd))
{
var camera = hdCamera.camera;

41
Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs


overlayLineHeight = -1.0f;
}
}
// Just a sort function that doesn't allocate memory
// Note: Shoud be repalc by a radix sort for positive integer
static public int Partition(uint[] numbers, int left, int right)
{
uint pivot = numbers[left];
while (true)
{
while (numbers[left] < pivot)
left++;
while (numbers[right] > pivot)
right--;
if (left < right)
{
uint temp = numbers[right];
numbers[right] = numbers[left];
numbers[left] = temp;
}
else
{
return right;
}
}
}
static public void QuickSort(uint[] arr, int left, int right)
{
// For Recusrion
if (left < right)
{
int pivot = Partition(arr, left, right);
if (pivot > 1)
QuickSort(arr, left, pivot - 1);
if (pivot + 1 < right)
QuickSort(arr, pivot + 1, right);
}
}
}
}
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