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GC fix in LightLoop

/main
Thomas 7 年前
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72786148
共有 1 个文件被更改,包括 7 次插入3 次删除
  1. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


static ComputeBuffer s_GlobalLightListAtomic = null;
// clustered light list specific buffers and data end
static int[] s_TempIntArray = new int[2]; // Used to avoid GC stress when calling SetComputeIntParams
FrameSettings m_FrameSettings = null;
RenderPipelineResources m_Resources = null;

var w = camera.pixelWidth;
var h = camera.pixelHeight;
s_TempIntArray[0] = w;
s_TempIntArray[1] = h;
var numBigTilesX = (w + 63) / 64;
var numBigTilesY = (h + 63) / 64;

if (m_FrameSettings.lightLoopSettings.enableBigTilePrepass)
{
cmd.SetComputeIntParam(buildPerBigTileLightListShader, HDShaderIDs.g_isOrthographic, isOrthographic ? 1 : 0);
cmd.SetComputeIntParams(buildPerBigTileLightListShader, HDShaderIDs.g_viDimensions, w, h);
cmd.SetComputeIntParams(buildPerBigTileLightListShader, HDShaderIDs.g_viDimensions, s_TempIntArray);
cmd.SetComputeIntParam(buildPerBigTileLightListShader, HDShaderIDs._EnvLightIndexShift, m_lightList.lights.Count);
cmd.SetComputeIntParam(buildPerBigTileLightListShader, HDShaderIDs.g_iNrVisibLights, m_lightCount);
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, HDShaderIDs.g_mScrProjection, projscr);

if (m_FrameSettings.lightLoopSettings.isFptlEnabled)
{
cmd.SetComputeIntParam(buildPerTileLightListShader, HDShaderIDs.g_isOrthographic, isOrthographic ? 1 : 0);
cmd.SetComputeIntParams(buildPerTileLightListShader, HDShaderIDs.g_viDimensions, w, h);
cmd.SetComputeIntParams(buildPerTileLightListShader, HDShaderIDs.g_viDimensions, s_TempIntArray);
cmd.SetComputeIntParam(buildPerTileLightListShader, HDShaderIDs._EnvLightIndexShift, m_lightList.lights.Count);
cmd.SetComputeIntParam(buildPerTileLightListShader, HDShaderIDs.g_iNrVisibLights, m_lightCount);

}
cmd.SetComputeIntParam(buildMaterialFlagsShader, HDShaderIDs.g_BaseFeatureFlags, (int)baseFeatureFlags);
cmd.SetComputeIntParams(buildMaterialFlagsShader, HDShaderIDs.g_viDimensions, w, h);
cmd.SetComputeIntParams(buildMaterialFlagsShader, HDShaderIDs.g_viDimensions, s_TempIntArray);
cmd.SetComputeBufferParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs.g_TileFeatureFlags, s_TileFeatureFlags);
cmd.SetComputeTextureParam(buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs._StencilTexture, stencilTextureRT);

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