浏览代码

Merge pull request #1486 from Unity-Technologies/lw/fix-profiler-markers

Fixed non matching profiler sample
/main
GitHub 6 年前
当前提交
b038ab72
共有 4 个文件被更改,包括 5 次插入9 次删除
  1. 3
      com.unity.render-pipelines.lightweight/LWRP/Passes/DepthOnlyPass.cs
  2. 3
      com.unity.render-pipelines.lightweight/LWRP/Passes/DirectionalShadowsPass.cs
  3. 5
      com.unity.render-pipelines.lightweight/LWRP/Passes/ForwardLitPass.cs
  4. 3
      com.unity.render-pipelines.lightweight/LWRP/Passes/LocalShadowsPass.cs

3
com.unity.render-pipelines.lightweight/LWRP/Passes/DepthOnlyPass.cs


{
public class DepthOnlyPass : ScriptableRenderPass
{
const string k_SetupRenderTargetTag = "Setup Render Target";
const string k_DepthPrepassTag = "Depth Prepass";
int kDepthBufferBits = 32;

public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(k_DepthPrepassTag);
using (new ProfilingSample(cmd, k_SetupRenderTargetTag))
using (new ProfilingSample(cmd, k_DepthPrepassTag))
{
SetRenderTarget(cmd, GetSurface(depthAttachmentHandle), RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
ClearFlag.Depth, Color.black);

3
com.unity.render-pipelines.lightweight/LWRP/Passes/DirectionalShadowsPass.cs


ShadowSliceData[] m_CascadeSlices;
Vector4[] m_CascadeSplitDistances;
const string k_SetupRenderTargetTag = "Setup Render Target";
const string k_RenderDirectionalShadowmapTag = "Render Directional Shadowmap";
public DirectionalShadowsPass(LightweightForwardRenderer renderer) : base(renderer)

return;
CommandBuffer cmd = CommandBufferPool.Get(k_RenderDirectionalShadowmapTag);
using (new ProfilingSample(cmd, k_SetupRenderTargetTag))
using (new ProfilingSample(cmd, k_RenderDirectionalShadowmapTag))
{
m_ShadowCasterCascadesCount = shadowData.directionalLightCascadeCount;

5
com.unity.render-pipelines.lightweight/LWRP/Passes/ForwardLitPass.cs


float[] m_OpaqueScalerValues = {1.0f, 0.5f, 0.25f, 0.25f};
int m_SampleOffsetShaderHandle;
const string k_SetupRenderTargetTag = "Setup Render Target";
const string k_RenderOpaquesTag = "Render Opaques";
const string k_RenderTransparentsTag = "Render Transparents";

void RenderOpaques(ref ScriptableRenderContext context, ref CullResults cullResults, ref CameraData cameraData, RendererConfiguration rendererConfiguration, bool dynamicBatching)
{
CommandBuffer cmd = CommandBufferPool.Get(k_RenderOpaquesTag);
using (new ProfilingSample(cmd, k_SetupRenderTargetTag))
using (new ProfilingSample(cmd, k_RenderOpaquesTag))
{
Camera camera = cameraData.camera;
ClearFlag clearFlag = GetCameraClearFlag(camera);

void RenderTransparents(ref ScriptableRenderContext context, ref CullResults cullResults, ref CameraData cameraData, RendererConfiguration rendererConfiguration, bool dynamicBatching)
{
CommandBuffer cmd = CommandBufferPool.Get(k_RenderTransparentsTag);
using (new ProfilingSample(cmd, k_SetupRenderTargetTag))
using (new ProfilingSample(cmd, k_RenderTransparentsTag))
{
Camera camera = cameraData.camera;
SetRenderTarget(cmd, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, ClearFlag.None, Color.black);

3
com.unity.render-pipelines.lightweight/LWRP/Passes/LocalShadowsPass.cs


ShadowSliceData[] m_LocalLightSlices;
float[] m_LocalShadowStrength;
const string k_SetupRenderTargetTag = "Setup Render Target";
const string k_RenderLocalShadows = "Render Local Shadows";
public LocalShadowsPass(LightweightForwardRenderer renderer) : base(renderer)

int shadowSampling = 0;
CommandBuffer cmd = CommandBufferPool.Get(k_RenderLocalShadows);
using (new ProfilingSample(cmd, k_SetupRenderTargetTag))
using (new ProfilingSample(cmd, k_RenderLocalShadows))
{
// TODO: Add support to point light shadows. We make a simplification here that only works
// for spot lights and with max spot shadows per pass.

正在加载...
取消
保存