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new SRP batcher scene test ( HD + LT )

/srp_batcher
Arnaud Carre 6 年前
当前提交
b5aa0bdd
共有 31 个文件被更改,包括 6672 次插入55 次删除
  1. 71
      SampleScenes/Common/Scripts/MiniProfiler.cs
  2. 29
      SampleScenes/Common/Scripts/ObjMover.cs
  3. 11
      SampleScenes/Common/Scripts/ObjMover.cs.meta
  4. 1001
      SampleScenes/HDTest/NewBatcherBench1GPUInstance.unity
  5. 7
      SampleScenes/HDTest/NewBatcherBench1GPUInstance.unity.meta
  6. 1001
      SampleScenes/HDTest/NewBatcherBench1None.unity
  7. 7
      SampleScenes/HDTest/NewBatcherBench1None.unity.meta
  8. 1001
      SampleScenes/HDTest/NewBatcherBench3.unity
  9. 7
      SampleScenes/HDTest/NewBatcherBench3.unity.meta
  10. 1001
      SampleScenes/HDTest/NewBatcherBench4.unity
  11. 7
      SampleScenes/HDTest/NewBatcherBench4.unity.meta
  12. 1001
      SampleScenes/HDTest/NewBatcherBench5.unity
  13. 7
      SampleScenes/HDTest/NewBatcherBench5.unity.meta
  14. 1001
      SampleScenes/HDTest/NewBatcherBench6.unity
  15. 7
      SampleScenes/HDTest/NewBatcherBench6.unity.meta
  16. 268
      SampleScenes/HDTest/NewBatcherTest/matbench_1_GPU.mat
  17. 8
      SampleScenes/HDTest/NewBatcherTest/matbench_1_GPU.mat.meta
  18. 7
      SampleScenes/LightweightPipeline/LWBatcherBench1.unity.meta
  19. 7
      SampleScenes/LightweightPipeline/LWBatcherBench2.unity.meta
  20. 8
      SampleScenes/LightweightPipeline/Materials/PBR.meta
  21. 82
      SampleScenes/LightweightPipeline/Materials/PBR/emissive_cyan.mat
  22. 8
      SampleScenes/LightweightPipeline/Materials/PBR/emissive_cyan.mat.meta
  23. 82
      SampleScenes/LightweightPipeline/Materials/PBR/emissive_pink.mat
  24. 8
      SampleScenes/LightweightPipeline/Materials/PBR/emissive_pink.mat.meta
  25. 82
      SampleScenes/LightweightPipeline/Materials/PBR/emissive_yellow.mat
  26. 8
      SampleScenes/LightweightPipeline/Materials/PBR/emissive_yellow.mat.meta

71
SampleScenes/Common/Scripts/MiniProfiler.cs


private const int kAverageFrameCount = 64;
private float m_AccDeltaTime;
private float m_AvgDeltaTime;
// private bool m_UseNewBatcher = false;
private bool m_UseNewBatcher = false;
internal class RecorderEntry
{

RecorderEntry[] recordersList =
{
new RecorderEntry() { name="RenderLoop.Draw" },
// new RecorderEntry() { name="BatchRenderer.Flush" },
// new RecorderEntry() { name="BatchRenderer.ApplyShaderPass" },
// new RecorderEntry() { name="Batch.DrawStatic" },
// new RecorderEntry() { name="DrawBuffersBatchMode" },
/*
new RecorderEntry() { name="NewBatch.Instances" },
new RecorderEntry() { name="NewBatch.Elements" },
new RecorderEntry() { name="NewBatch.DrawRanges" },
new RecorderEntry() { name="NewBatch.S-Instances" },
new RecorderEntry() { name="NewBatch.S-Elements" },
new RecorderEntry() { name="NewBatch.S-DrawRanges" },
*/
/*
new RecorderEntry() { name="gBatchGBufferObj" },
new RecorderEntry() { name="gBatchGBufferBatch" },
new RecorderEntry() { name="gBatchShadowObj" },
new RecorderEntry() { name="gBatchShadowBatch" },
*/
/*
new RecorderEntry() { name="Map_PerDraw_Buffer" },
new RecorderEntry() { name="Unmap_PerDraw_Buffer" },
new RecorderEntry() { name="DrawBuffersBatchMode" },
new RecorderEntry() { name="DrawBatchIndexed" },
new RecorderEntry() { name="BatchRenderer.ApplyShaderPass" },
new RecorderEntry() { name="PerformFlushProperties" },
*/
/*
new RecorderEntry() { name="GUI.Repaint" },
new RecorderEntry() { name="PrepareValues" },
new RecorderEntry() { name="ApplyGpuProgram" },
new RecorderEntry() { name="WriteParameters" },
new RecorderEntry() { name="FlushBuffers" },
new RecorderEntry() { name="BindBuffers" },
new RecorderEntry() { name="Gfx.ProcessCommand" },
*/
};
new RecorderEntry() { name="RenderLoopNewBatcher.Draw" },
new RecorderEntry() { name="ShadowLoopNewBatcher.Draw" },
new RecorderEntry() { name="StaticBatchDraw.Count" },
};
void Awake()
{

recordersList[i].recorder = sampler.GetRecorder();
}
}
m_UseNewBatcher = RenderSettings.runtimeSRPBatcher;
}

if (!Application.isEditor)
{
if ( Input.GetKeyDown(KeyCode.F9))
{
m_UseNewBatcher = !m_UseNewBatcher;
RenderSettings.runtimeSRPBatcher = m_UseNewBatcher;
}
}
if (m_Enable)
{

void OnGUI()
{
/*
GUI.changed = false;
if ( !Application.isEditor )
{
m_UseNewBatcher = GUI.Toggle(new Rect(10, 30, 200, 20), m_UseNewBatcher, "Use new render batch");
if (GUI.changed)
{
UnityEngine.Experimental.Rendering.ScriptableRenderContext.UseNewBatchRenderer(m_UseNewBatcher);
}
}
*/
GUILayout.BeginArea(new Rect(10, 50, w, h), "Mini Profiler", GUI.skin.window);
GUILayout.BeginArea(new Rect(32, 50, w, h), "Mini Profiler", GUI.skin.window);
string sLabel = System.String.Format("<b>{0:F2} FPS ({1:F2}ms)</b>\n", 1.0f / m_AvgDeltaTime, Time.deltaTime * 1000.0f);
for (int i = 0; i < recordersList.Length; i++)
{

29
SampleScenes/Common/Scripts/ObjMover.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjMover : MonoBehaviour {
public GameObject m_obj;
public float m_radius;
public float m_speed;
public float m_phase0;
private Vector3 m_origin;
private float m_angle;
// Use this for initialization
void Start ()
{
m_origin = m_obj.transform.position;
m_angle = m_phase0;
}
// Update is called once per frame
void Update ()
{
Vector3 pos = m_origin + new Vector3(m_radius * Mathf.Cos(m_angle), 0.0f, m_radius * Mathf.Sin(m_angle));
m_obj.transform.position = pos;
m_angle += Time.deltaTime * m_speed;
}
}

11
SampleScenes/Common/Scripts/ObjMover.cs.meta


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SampleScenes/HDTest/NewBatcherBench1GPUInstance.unity
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7
SampleScenes/HDTest/NewBatcherBench1GPUInstance.unity.meta


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SampleScenes/HDTest/NewBatcherBench1None.unity
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7
SampleScenes/HDTest/NewBatcherBench1None.unity.meta


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SampleScenes/HDTest/NewBatcherBench3.unity
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7
SampleScenes/HDTest/NewBatcherBench3.unity.meta


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SampleScenes/HDTest/NewBatcherBench4.unity
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7
SampleScenes/HDTest/NewBatcherBench4.unity.meta


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SampleScenes/HDTest/NewBatcherBench5.unity
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7
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SampleScenes/HDTest/NewBatcherBench6.unity
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7
SampleScenes/HDTest/NewBatcherBench6.unity.meta


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SampleScenes/HDTest/NewBatcherTest/matbench_1_GPU.mat


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