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Added define for new reflection probe API update (case 1290521) #4323

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Merged
merged 20 commits into from
Apr 30, 2021

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fredericv-unity3d
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Purpose of this PR

Fixes 1290521.

GC memory allocation was performed because of a previous workaround.
Appropriate code is now enabled with a define starting from 2021.2.0a16 and there are no more GC memory allocated.


Testing status

  1. Reproduced the issue without the code enabled.
  2. With an empty project, play and profile
  3. Look at PlayerLoop/ScriptableRuntimeReflectionSystemWrapper.Internal_ScriptableRuntimeReflectionSystemWrapper_TickRealtimeProbe(), it should allocate 81B of GC memory.
  4. Activate the appropriate code
  5. In the Unity.RenderPipelines.HighDefinition.Runtime asmdef the define REFLECTION_PROBE_UPDATE_CACHED_DATA_AVAILABLE must be applied for Unity starting from 2021.2.0a16 (this is what this PR is about)
  6. Play and profile an empty project
  7. Observe that the GC memory allocation is 0 for that function call.

Comments to reviewers

@github-actions github-actions bot added the HDRP label Apr 27, 2021
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It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page)
and cancel any jobs that started on Yamato.
See the PR template for more information.
Thank you!

@fredericv-unity3d fredericv-unity3d requested review from JulienIgnace-Unity and a team April 27, 2021 07:55
@fredericv-unity3d fredericv-unity3d changed the base branch from master to hd/bugfix April 27, 2021 07:57
@fredericv-unity3d fredericv-unity3d marked this pull request as draft April 27, 2021 08:05
FrancescoC-unity and others added 5 commits April 27, 2021 11:23
* Remove unneeded position from input layout of light cluster

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…4313)

* Skip adding the LOD's renderer to the checked renderer if it's null

* changelog

* Add LODgroup missing renderer to "check scene content for ray tracing"

* formatting test

* formatting

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed an issue where sometime a docked lookdev could be rendered at zero size and break.

* Update changelog

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
alelievr and others added 9 commits April 27, 2021 17:26
…fers (#4333)

* Updated troubleshooting custom pass doc

* Update Custom-Pass-Troubleshooting.md
…#4337)

* Fixed an issue where runtime debug window UI would leak game objects.

* Update changelog
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
… and view direction is near zero (#4342)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix ray tracing unlit emissive exposure.

Changelog

* Automated tests coverage

* update scenes

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
… DRS is on. (#4346)

* Fixing bad pyramid color source texture size. DRS hanlder must be queried since the mip levels depend on the source hardware resolution

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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@TomasKiniulis TomasKiniulis left a comment

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Checked HDRP Template project on latest trunk calling multiple On Demand probes. Seems good. No GC Allocs occur, probes remain to be updated correctly.

@sebastienlagarde sebastienlagarde changed the base branch from hd/bugfix to master April 29, 2021 06:53
@sebastienlagarde sebastienlagarde changed the base branch from master to hd/bugfix April 29, 2021 06:53
@sebastienlagarde sebastienlagarde marked this pull request as ready for review April 29, 2021 06:54
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Note to self: retarget to master once hd/bugfix is merge

@sebastienlagarde sebastienlagarde changed the base branch from hd/bugfix to master April 30, 2021 17:10
@sebastienlagarde sebastienlagarde merged commit fe462c2 into master Apr 30, 2021
@sebastienlagarde sebastienlagarde deleted the hd/bugfix_case_1290521 branch April 30, 2021 17:18
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