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Clean out some unnecessary GC.Allocs, and make HybridRendererCommandBuffer warnings sticky so that they do not spill every frame in the event that the command buffer is not getting flushed by OnRender() in the builds. (#87)
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.HybridRendererCommandBuffer.cs
+27-2Lines changed: 27 additions & 2 deletions
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@@ -79,6 +79,12 @@ public override int GetHashCode()
@@ -120,9 +130,19 @@ public CommandBuffer Begin(HybridRendererCommandBufferSystemHandle handle)
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SubmitImmediate();
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#if !UNITY_EDITOR
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Debug.LogWarning("Warning: HybridRendererCommandBuffer: Encountered unexpected case of a command buffer having not been submitted between Simulation Update loops. It should have been submitted in the HDRenderPipeline::Render() loop.");
Debug.LogWarning("Warning: HybridRendererCommandBuffer: Encountered unexpected case of a command buffer having not been submitted between Simulation Update loops. It should have been submitted in the HDRenderPipeline::Render() loop.");
Debug.AssertFormat(submitted==false,"Error: Encountered Hybrid Rendering System {0} with an already submitted command buffer. Was End() already called in this Simulation Update?",profilingSamplers[handle.systemID].name);
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if(submitted)
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{
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// Guard assert in if block so that we do not pay the GC.Alloc cost of accessing a ProfilingSampler.name.
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Debug.AssertFormat(false,"Error: Encountered Hybrid Rendering System {0} with an already submitted command buffer. Was End() already called in this Simulation Update?",profilingSamplers[handle.systemID].name);
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