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Add test of supported platform

/tag-1.1.4-preview
sebastienlagarde 6 年前
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e3e75d45
共有 1 个文件被更改,包括 51 次插入1 次删除
  1. 52
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs

52
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


DebugDisplaySettings m_CurrentDebugDisplaySettings;
RTHandle m_DebugColorPickerBuffer;
RTHandle m_DebugFullScreenTempBuffer;
bool m_FullScreenDebugPushed;
bool m_FullScreenDebugPushm_NoRenderinged;
bool m_NoRendering; // False by default mean we render normally, true mean we don't render anything
public Material GetBlitMaterial() { return m_Blit; }

{
Debug.LogError("High Definition Render Pipeline doesn't support Gamma mode, change to Linear mode");
}
m_NoRendering = false;
if (!IsSupportedPlatform())
{
Debug.LogError("Platform " + SystemInfo.operatingSystem + " is not supported");
m_NoRendering = true;
}
}
bool IsSupportedPlatform()
{
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)
{
return true;
}
// if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal)
{
string os = "Mac OS X 10.10.4";// SystemInfo.operatingSystem;
// For metal support depends on OS version
// 10.11 doesn�t have tessellation + few other shader language features, unusable
// 10.12.x has some luck with AMD but mostly it�s a support hell
// Only support 10.13 and above
if (os.StartsWith("Mac"))
{
// TODO: Expose in C# version number, for now assume "Mac OS X 10.10.4" format with version 10 at least
int startIndex = os.LastIndexOf(" ");
var parts = os.Substring(startIndex).Split('.');
int a = Convert.ToInt32(parts[0]);
int b = Convert.ToInt32(parts[1]);
int c = Convert.ToInt32(parts[2]);
if (a >= 10 && b >= 13)
return true;
}
}
return false;
}
void UnsetRenderingFeatures()

ReflectionProbeCullResults m_ReflectionProbeCullResults;
public override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
{
if (m_NoRendering)
return;
base.Render(renderContext, cameras);
RenderPipeline.BeginFrameRendering(cameras);

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