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GC fix (36B)

/stochastic_alpha_test
Thomas 7 年前
当前提交
d31bb3b1
共有 1 个文件被更改,包括 3 次插入1 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

4
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


// The pass "SRPDefaultUnlit" is a fallback to legacy unlit rendering and is required to support unity 2d + unity UI that render in the scene.
ShaderPassName[] m_ForwardPassNames = { new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName};
ShaderPassName[] m_SinglePassName = new ShaderPassName[1];
// Post-processing context and screen-space effects (recycled on every frame to avoid GC alloc)
readonly PostProcessRenderContext m_PostProcessContext;

RenderStateBlock? stateBlock = null,
Material overrideMaterial = null)
{
RenderTransparentRenderList(cull, camera, renderContext, cmd, new ShaderPassName[] { passName }, rendererConfiguration, stateBlock, overrideMaterial);
m_SinglePassName[0] = passName;
RenderTransparentRenderList(cull, camera, renderContext, cmd, m_SinglePassName, rendererConfiguration, stateBlock, overrideMaterial);
}
void RenderTransparentRenderList(CullResults cull,

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