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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.AdaptivePerformance;
- using UnityEngine.UI;
-
- public class BoostControl : MonoBehaviour
- {
- IAdaptivePerformance ap;
- SampleFactory factory;
-
- public GameObject cpuLoader;
- public GameObject gpuLoader;
-
- public float timeOut = 3000;
- string state = "";
- public Text bottleneckStatus;
- bool testRunning = false;
-
- PerformanceBottleneck targetBottleneck = PerformanceBottleneck.CPU;
- BottleneckUI bottleneckUI;
-
- System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch();
-
- void Start()
- {
- factory = FindObjectOfType<SampleFactory>();
- bottleneckUI = FindObjectOfType<BottleneckUI>();
-
- factory.RunTest = false;
- ap = Holder.Instance;
-
- if (ap == null || !ap.Active)
- {
- state = "Adaptive Performance not active";
- Debug.Log("[AP Boost] Adaptive Performance not active");
- return;
- }
- else
- {
- watch.Start();
- state = "Waiting on Load";
- targetBottleneck = PerformanceBottleneck.TargetFrameRate;
- Debug.LogFormat("[AP Boost] Starting Test Timestamp : {0} s , Label : {1} , Objects : {2} \n", watch.ElapsedMilliseconds / 1000f, state, factory.internalObjs);
- }
- bottleneckStatus.text = state;
- ap.PerformanceStatus.PerformanceBoostChangeEvent += OnBoostModeEvent;
- }
-
- private void OnDestroy()
- {
- if (ap == null || !ap.Active)
- return;
-
- ap.PerformanceStatus.PerformanceBoostChangeEvent -= OnBoostModeEvent;
- }
-
- void OnBoostModeEvent(PerformanceBoostChangeEventArgs ev)
- {
- if (!ev.CpuBoost || !ev.GpuBoost)
- LogResult();
- }
-
- public void BoostCPU()
- {
- if (ap == null || !ap.Active)
- return;
- ap.DevicePerformanceControl.CpuPerformanceBoost = true;
- }
-
- public void BoostGPU()
- {
- if (ap == null || !ap.Active)
- return;
- ap.DevicePerformanceControl.GpuPerformanceBoost = true;
- }
-
- public void CPULoad()
- {
- StartTest(PerformanceBottleneck.CPU);
- }
-
- public void GPULoad()
- {
- StartTest(PerformanceBottleneck.GPU);
- }
-
- void StartTest(PerformanceBottleneck target)
- {
- LogResult();
- factory.FlushObjects();
-
- switch (target)
- {
- case PerformanceBottleneck.GPU:
- factory.RunTest = true;
- factory.prefab = gpuLoader;
- factory.spawnAmount = 50f;
- factory.LimitCount = 50;
- targetBottleneck = PerformanceBottleneck.GPU;
- testRunning = true;
- break;
- case PerformanceBottleneck.TargetFrameRate:
- factory.RunTest = false;
- state = "";
- targetBottleneck = PerformanceBottleneck.TargetFrameRate;
- testRunning = false;
- break;
- case PerformanceBottleneck.CPU:
- factory.RunTest = true;
- factory.prefab = cpuLoader;
- factory.spawnAmount = 1;
- factory.LimitCount = 2000;
- targetBottleneck = PerformanceBottleneck.CPU;
- testRunning = true;
- break;
- }
- state = $"Changed to {target} load";
- watch.Reset();
- watch.Start();
- LogResult();
- }
-
- void LogResult()
- {
- Debug.LogFormat("[AP Boost] Timestamp : {0} s , Label : {1} , Objects : {2} \n", watch.ElapsedMilliseconds / 1000f, state, factory.internalObjs);
- }
-
- void Update()
- {
- bottleneckStatus.text = $"{state}" + (testRunning ? $"{Environment.NewLine} Timeout in {timeOut-watch.ElapsedMilliseconds / 1000f:F2}s" : "");
- if (bottleneckUI != null)
- bottleneckUI.targetBottleneck = targetBottleneck;
-
- if (ap == null || !ap.Active)
- return;
-
- if (!testRunning)
- return;
-
- if (watch.ElapsedMilliseconds / 1000f > timeOut)
- StartTest(PerformanceBottleneck.TargetFrameRate);
- }
- }
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