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156 行
5.1 KiB
156 行
5.1 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Profiling;
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public class MiniProfiler : MonoBehaviour {
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public bool m_Enable = true;
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private int frameCount = 0;
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private const int kAverageFrameCount = 64;
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private float m_AccDeltaTime;
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private float m_AvgDeltaTime;
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// private bool m_UseNewBatcher = false;
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internal class RecorderEntry
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{
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public string name;
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public float time;
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public int count;
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public float avgTime;
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public float avgCount;
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public float accTime;
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public int accCount;
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public Recorder recorder;
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};
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RecorderEntry[] recordersList =
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{
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new RecorderEntry() { name="RenderLoop.Draw" },
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// new RecorderEntry() { name="BatchRenderer.Flush" },
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new RecorderEntry() { name="Shadows.Draw" },
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// new RecorderEntry() { name="BatchRenderer.ApplyShaderPass" },
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// new RecorderEntry() { name="Batch.DrawStatic" },
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// new RecorderEntry() { name="DrawBuffersBatchMode" },
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/*
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new RecorderEntry() { name="NewBatch.Instances" },
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new RecorderEntry() { name="NewBatch.Elements" },
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new RecorderEntry() { name="NewBatch.DrawRanges" },
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new RecorderEntry() { name="NewBatch.S-Instances" },
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new RecorderEntry() { name="NewBatch.S-Elements" },
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new RecorderEntry() { name="NewBatch.S-DrawRanges" },
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*/
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/*
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new RecorderEntry() { name="gBatchGBufferObj" },
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new RecorderEntry() { name="gBatchGBufferBatch" },
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new RecorderEntry() { name="gBatchShadowObj" },
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new RecorderEntry() { name="gBatchShadowBatch" },
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*/
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/*
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new RecorderEntry() { name="Map_PerDraw_Buffer" },
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new RecorderEntry() { name="Unmap_PerDraw_Buffer" },
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new RecorderEntry() { name="DrawBuffersBatchMode" },
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new RecorderEntry() { name="DrawBatchIndexed" },
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new RecorderEntry() { name="BatchRenderer.ApplyShaderPass" },
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new RecorderEntry() { name="PerformFlushProperties" },
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*/
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/*
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new RecorderEntry() { name="GUI.Repaint" },
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new RecorderEntry() { name="PrepareValues" },
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new RecorderEntry() { name="ApplyGpuProgram" },
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new RecorderEntry() { name="WriteParameters" },
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new RecorderEntry() { name="FlushBuffers" },
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new RecorderEntry() { name="BindBuffers" },
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new RecorderEntry() { name="Gfx.ProcessCommand" },
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*/
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};
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void Awake()
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{
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for (int i=0;i<recordersList.Length;i++)
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{
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var sampler = Sampler.Get(recordersList[i].name);
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if ( sampler != null )
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{
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recordersList[i].recorder = sampler.GetRecorder();
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}
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}
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}
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void Update()
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{
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if (m_Enable)
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{
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// get timing & update average accumulators
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for (int i = 0; i < recordersList.Length; i++)
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{
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recordersList[i].time = recordersList[i].recorder.elapsedNanoseconds / 1000000.0f;
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recordersList[i].count = recordersList[i].recorder.sampleBlockCount;
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recordersList[i].accTime += recordersList[i].time;
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recordersList[i].accCount += recordersList[i].count;
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}
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m_AccDeltaTime += Time.deltaTime;
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frameCount++;
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// time to time, update average values & reset accumulators
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if (frameCount >= kAverageFrameCount)
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{
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for (int i = 0; i < recordersList.Length; i++)
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{
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recordersList[i].avgTime = recordersList[i].accTime * (1.0f / kAverageFrameCount);
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recordersList[i].avgCount = recordersList[i].accCount * (1.0f / kAverageFrameCount);
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recordersList[i].accTime = 0.0f;
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recordersList[i].accCount = 0;
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}
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m_AvgDeltaTime = m_AccDeltaTime / kAverageFrameCount;
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m_AccDeltaTime = 0.0f;
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frameCount = 0;
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}
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}
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}
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void OnGUI()
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{
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if (m_Enable)
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{
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/*
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GUI.changed = false;
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if ( !Application.isEditor )
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{
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m_UseNewBatcher = GUI.Toggle(new Rect(10, 30, 200, 20), m_UseNewBatcher, "Use new render batch");
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if (GUI.changed)
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{
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UnityEngine.Experimental.Rendering.ScriptableRenderContext.UseNewBatchRenderer(m_UseNewBatcher);
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}
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}
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*/
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GUI.color = new Color(1, 1, 1, .75f);
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float w = 500, h = 24 + (recordersList.Length+1) * 16 + 8;
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GUILayout.BeginArea(new Rect(10, 50, w, h), "Mini Profiler", GUI.skin.window);
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string sLabel = System.String.Format("<b>{0:F2} FPS ({1:F2}ms)</b>\n", 1.0f / m_AvgDeltaTime, Time.deltaTime * 1000.0f);
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for (int i = 0; i < recordersList.Length; i++)
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{
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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);
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}
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GUILayout.Label(sLabel);
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GUILayout.EndArea();
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}
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}
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}
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