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* First pass at moving all hybrid renderer graphics work onto a single command buffer that HDRP submits
* More cleanup to the HybridRendererCommandBuffer API. Added toggleable immediate mode for debugging, using int IDs instead of strings for systems, and automatic profile marker generation.
* Testing a theory: Always submit the hybrid renderer command buffer, even if HDRP is not initialized or if no cameras are rendering.
Hybrid Renderer Command Buffer: Unique systems on system name and world name - it is valid for a system to push commands independantly from multiple worlds. Force an immediate mode submit of the command buffer if we encounter a case where the HDRenderPipeline has not submitted the command buffer before the system updates again - this can happen in edge cases. (#70)
Hybrid Renderer Command Buffer: Remove out-dated assert from RequestImmediateMode - the state it was guarding against is a valid state. (#71)
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.
HybridRendererCommandBuffer: Correct struct equality comparison
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.");
// 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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}
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}
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else
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{
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Debug.AssertFormat(false,"Error: Encountered Hybrid Rendering System {0} End() call with no Begin() call.",profilingSamplers[handle.systemID].name);
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.HybridRendererCommandBuffer.cs.meta
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