您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

127 行
4.0 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
public class MiniProfilerCulling : MonoBehaviour {
public bool m_Enable = true;
private int frameCount = 0;
private const int kAverageFrameCount = 64;
private float m_AccDeltaTime;
private float m_AvgDeltaTime;
// private bool m_UseNewBatcher = false;
internal class RecorderEntry
{
public string name;
public float time;
public int count;
public float avgTime;
public float avgCount;
public float accTime;
public int accCount;
public Recorder recorder;
};
RecorderEntry[] recordersList =
{
new RecorderEntry() { name="RenderLoop.Draw" },
new RecorderEntry() { name="Shadows.Draw" },
new RecorderEntry() { name="SceneCulling" },
new RecorderEntry() { name="CullSceneObjects" },
new RecorderEntry() { name="CullScriptable" },
new RecorderEntry() { name="CullDynamicObjectsWithUmbra" },
new RecorderEntry() { name="CullObjectsWithoutUmbra" },
new RecorderEntry() { name="CullSceneDynamicObjects" },
new RecorderEntry() { name="ProcessIsNodeVisibleStep1" },
new RecorderEntry() { name="ProcessIsNodeVisibleStep2" },
new RecorderEntry() { name="CullQueryPortalVisibilityUmbra" },
};
void Awake()
{
for (int i=0;i<recordersList.Length;i++)
{
var sampler = Sampler.Get(recordersList[i].name);
if ( sampler != null )
{
recordersList[i].recorder = sampler.GetRecorder();
}
}
}
void Update()
{
if (m_Enable)
{
// get timing & update average accumulators
for (int i = 0; i < recordersList.Length; i++)
{
recordersList[i].time = recordersList[i].recorder.elapsedNanoseconds / 1000000.0f;
recordersList[i].count = recordersList[i].recorder.sampleBlockCount;
recordersList[i].accTime += recordersList[i].time;
recordersList[i].accCount += recordersList[i].count;
}
m_AccDeltaTime += Time.deltaTime;
frameCount++;
// time to time, update average values & reset accumulators
if (frameCount >= kAverageFrameCount)
{
for (int i = 0; i < recordersList.Length; i++)
{
recordersList[i].avgTime = recordersList[i].accTime * (1.0f / kAverageFrameCount);
recordersList[i].avgCount = recordersList[i].accCount * (1.0f / kAverageFrameCount);
recordersList[i].accTime = 0.0f;
recordersList[i].accCount = 0;
}
m_AvgDeltaTime = m_AccDeltaTime / kAverageFrameCount;
m_AccDeltaTime = 0.0f;
frameCount = 0;
}
}
}
void OnGUI()
{
if (m_Enable)
{
/*
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);
}
}
*/
GUI.color = new Color(1, 1, 1, .75f);
float w = 500, h = 24 + (recordersList.Length+1) * 16 + 8;
GUILayout.BeginArea(new Rect(300, 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++)
{
sLabel += string.Format("{0:F2}ms (*{1:F2})\t({2:F2}ms *{3:F2})\t<b>{4}</b>\n", recordersList[i].avgTime, recordersList[i].avgCount, recordersList[i].time, recordersList[i].count, recordersList[i].name);
}
GUILayout.Label(sLabel);
GUILayout.EndArea();
}
}
}