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61 行
1.9 KiB
61 行
1.9 KiB
using System;
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using UnityEngine.Rendering;
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using UnityEngine.Profiling;
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namespace UnityEngine.Experimental.Rendering
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{
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public struct ProfilingSample : IDisposable
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{
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readonly CommandBuffer m_Cmd;
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readonly string m_Name;
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bool m_Disposed;
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CustomSampler m_Sampler;
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public ProfilingSample(CommandBuffer cmd, string name,CustomSampler sampler = null)
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{
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m_Cmd = cmd;
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m_Name = name;
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m_Disposed = false;
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cmd.BeginSample(name);
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m_Sampler = sampler;
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if (m_Sampler != null)
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m_Sampler.Begin();
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}
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// Shortcut to string.Format() using only one argument (reduces Gen0 GC pressure)
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public ProfilingSample(CommandBuffer cmd, string format, object arg) : this(cmd,string.Format(format, arg))
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{
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}
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// Shortcut to string.Format() with variable amount of arguments - for performance critical
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// code you should pre-build & cache the marker name instead of using this
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public ProfilingSample(CommandBuffer cmd, string format, params object[] args) : this(cmd,string.Format(format, args))
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{
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}
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public void Dispose()
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{
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Dispose(true);
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}
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// Protected implementation of Dispose pattern.
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void Dispose(bool disposing)
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{
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if (m_Disposed)
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return;
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// As this is a struct, it could have been initialized using an empty constructor so we
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// need to make sure `cmd` isn't null to avoid a crash. Switching to a class would fix
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// this but will generate garbage on every frame (and this struct is used quite a lot).
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if (disposing && m_Cmd != null)
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{
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m_Cmd.EndSample(m_Name);
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if (m_Sampler != null)
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m_Sampler.End();
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}
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m_Disposed = true;
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}
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}
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}
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