mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-14 02:58:44 +08:00
[unity] Disabled thread profiling by default, the define can be enabled via Spine Preferences. See #2981.
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parent
370c74edb4
commit
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@ -85,6 +85,7 @@ namespace Spine.Unity.Editor {
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public static class SpineBuildEnvUtility {
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public const string SPINE_ALLOW_UNSAFE_CODE = "SPINE_ALLOW_UNSAFE";
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public const string SPINE_AUTO_UPGRADE_COMPONENTS_OFF = "SPINE_AUTO_UPGRADE_COMPONENTS_OFF";
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public const string SPINE_ENABLE_THREAD_PROFILING = "SPINE_ENABLE_THREAD_PROFILING";
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static bool IsInvalidGroup (BuildTargetGroup group) {
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int gi = (int)group;
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@ -43,6 +43,10 @@
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#define NEW_PREFERENCES_SETTINGS_PROVIDER
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#endif
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#if UNITY_2017_3_OR_NEWER
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#define ALLOWS_CUSTOM_PROFILING
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#endif
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#if !SPINE_AUTO_UPGRADE_COMPONENTS_OFF
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#define AUTO_UPGRADE_TO_43_COMPONENTS
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#endif
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@ -507,6 +511,20 @@ namespace Spine.Unity.Editor {
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SpineEditorUtilities.BoolRuntimePropertiesField(
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() => RuntimeSettings.UseThreadedAnimation, value => RuntimeSettings.UseThreadedAnimation = value,
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new GUIContent("Threaded Animation", "Global setting for the equally named SkeletonAnimation and SkeletonGraphic Inspector parameter."));
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#if ALLOWS_CUSTOM_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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bool threadProfilingEnabled = true;
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#else
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bool threadProfilingEnabled = false;
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#endif
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using (new GUILayout.HorizontalScope()) {
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EditorGUILayout.PrefixLabel(new GUIContent("Thread Profiling",
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"Enable profiling of Spine worker threads in the Unity Profiler. " +
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"Enable only when needed, as it adds some overhead."));
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EnableDisableDefineButtons(SpineBuildEnvUtility.SPINE_ENABLE_THREAD_PROFILING, threadProfilingEnabled);
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}
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#endif
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}
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GUILayout.Space(20);
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@ -47,6 +47,10 @@
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#define HAS_ANY_UNSAFE_OPTIONS
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#endif
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#if UNITY_2017_3_OR_NEWER
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#define ALLOWS_CUSTOM_PROFILING
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#endif
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#if !SPINE_AUTO_UPGRADE_COMPONENTS_OFF
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#define AUTO_UPGRADE_TO_43_COMPONENTS
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#endif
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@ -347,9 +351,9 @@ namespace Spine.Unity.Editor {
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SpineEditorUtilities.FloatPropertyField(settings.FindProperty("defaultScale"), new GUIContent("Default SkeletonData Scale", "The Default skeleton import scale for newly imported SkeletonDataAssets."), min: 0.0000001f);
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SpineEditorUtilities.ShaderPropertyField(settings.FindProperty("defaultShader"), new GUIContent("Default Shader"), SpinePreferences.DEFAULT_DEFAULT_SHADER);
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TextureWorkflowProperties textureProperties = new TextureWorkflowProperties(settings);
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EditorGUILayout.Space();
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using (new GUILayout.HorizontalScope()) {
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EditorGUILayout.PrefixLabel("Switch Texture Workflow");
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@ -517,6 +521,20 @@ namespace Spine.Unity.Editor {
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SpineEditorUtilities.BoolRuntimePropertiesField(
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() => RuntimeSettings.UseThreadedAnimation, value => RuntimeSettings.UseThreadedAnimation = value,
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new GUIContent("Threaded Animation", "Global setting for the equally named SkeletonAnimation and SkeletonGraphic Inspector parameter."));
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#if ALLOWS_CUSTOM_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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bool threadProfilingEnabled = true;
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#else
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bool threadProfilingEnabled = false;
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#endif
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using (new GUILayout.HorizontalScope()) {
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EditorGUILayout.PrefixLabel(new GUIContent("Thread Profiling",
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"Enable profiling of Spine worker threads in the Unity Profiler. " +
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"Enable only when needed, as it adds some overhead."));
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SpineEditorUtilities.EnableDisableDefineButtons(SpineBuildEnvUtility.SPINE_ENABLE_THREAD_PROFILING, threadProfilingEnabled);
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}
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#endif
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}
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GUILayout.Space(20);
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@ -27,14 +27,10 @@
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2017_3_OR_NEWER
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#define ENABLE_THREAD_PROFILING
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#endif
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using System;
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using System.Collections.Generic;
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using System.Threading;
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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using UnityEngine.Profiling;
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#endif
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@ -85,7 +81,7 @@ public class LockFreeWorkerPool<T> : IDisposable {
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}
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private void WorkerLoop (int threadIndex) {
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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Profiler.BeginThreadProfiling("Spine Threads", "Spine Thread " + threadIndex);
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#endif
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while (_running) {
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@ -97,7 +93,7 @@ public class LockFreeWorkerPool<T> : IDisposable {
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_taskAvailable[threadIndex].WaitOne();
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}
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}
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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Profiler.EndThreadProfiling();
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#endif
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}
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@ -33,9 +33,6 @@
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#endif
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#define READ_VOLATILE_ONCE
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#if UNITY_2017_3_OR_NEWER
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#define ENABLE_THREAD_PROFILING
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#endif
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#define DONT_WAIT_FOR_ALL_LATEUPDATE_TASKS // enabled improves performance a bit.
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@ -54,7 +51,7 @@ using System.Collections.Generic;
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using System.Threading;
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using UnityEngine;
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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using UnityEngine.Profiling;
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#endif
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@ -287,7 +284,7 @@ namespace Spine.Unity {
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genericSkeletonTasks[t] = new WorkerPoolTask();
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}
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}
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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if (profilerSamplerUpdate == null) {
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profilerSamplerUpdate = new CustomSampler[numThreads];
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}
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@ -477,7 +474,7 @@ namespace Spine.Unity {
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genericSkeletonTasks[t] = new WorkerPoolTask();
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}
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}
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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if (profilerSamplerLateUpdate == null) {
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profilerSamplerLateUpdate = new CustomSampler[numThreads];
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}
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@ -647,14 +644,14 @@ namespace Spine.Unity {
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}
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}
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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CustomSampler[] profilerSamplerUpdate = null;
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CustomSampler[] profilerSamplerLateUpdate = null;
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#endif
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/// <summary>Perform Update at all SkeletonRenderers asynchronously.</summary>
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void UpdateSkeletonsAsync (SkeletonUpdateRange range, int threadIndex) {
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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if (profilerSamplerUpdate[threadIndex] == null) {
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profilerSamplerUpdate[threadIndex] = CustomSampler.Create("Spine Update " + threadIndex);
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}
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@ -671,7 +668,7 @@ namespace Spine.Unity {
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static Action<SkeletonUpdateRange, int> cachedUpdateSkeletonsAsyncImpl = UpdateSkeletonsAsyncImpl;
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static void UpdateSkeletonsAsyncImpl (SkeletonUpdateRange range, int threadIndex) {
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var instance = Instance;
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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instance.profilerSamplerUpdate[threadIndex].Begin();
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#endif
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float deltaTime = range.deltaTime;
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@ -690,7 +687,7 @@ namespace Spine.Unity {
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}
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}
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instance.updateDone[threadIndex].Set();
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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instance.profilerSamplerUpdate[threadIndex].End();
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#endif
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}
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@ -700,7 +697,7 @@ namespace Spine.Unity {
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/// main-thread callbacks.</summary>
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void UpdateSkeletonsAsyncSplit (SkeletonUpdateRange range, int threadIndex) {
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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if (profilerSamplerUpdate[threadIndex] == null) {
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profilerSamplerUpdate[threadIndex] = CustomSampler.Create("Spine Update " + threadIndex);
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}
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@ -727,7 +724,7 @@ namespace Spine.Unity {
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var splitUpdateMethod = instance.splitUpdateMethod;
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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instance.profilerSamplerUpdate[threadIndex].Begin();
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#endif
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for (int r = start; r < end; ++r) {
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@ -742,7 +739,7 @@ namespace Spine.Unity {
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}
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instance.updateDone[threadIndex].Set();
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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instance.profilerSamplerUpdate[threadIndex].End();
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#endif
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}
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@ -782,7 +779,7 @@ namespace Spine.Unity {
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/// <summary>Perform LateUpdate at all SkeletonRenderers asynchronously.</summary>
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static Action<SkeletonUpdateRange, int> cachedLateUpdateSkeletonsAsyncImpl = LateUpdateSkeletonsAsyncImpl;
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void LateUpdateSkeletonsAsync (SkeletonUpdateRange range, int threadIndex) {
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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if (profilerSamplerLateUpdate[threadIndex] == null) {
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profilerSamplerLateUpdate[threadIndex] = CustomSampler.Create("Spine LateUpdate " + threadIndex);
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}
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@ -801,7 +798,7 @@ namespace Spine.Unity {
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int end = range.rangeEndExclusive;
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var instance = Instance;
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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instance.profilerSamplerLateUpdate[threadIndex].Begin();
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#endif
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#if DONT_WAIT_FOR_ALL_LATEUPDATE_TASKS
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@ -821,7 +818,7 @@ namespace Spine.Unity {
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#if !DONT_WAIT_FOR_ALL_LATEUPDATE_TASKS
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instance.lateUpdateDone[threadIndex].Set(); // signal once after all work is done
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#endif
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#if ENABLE_THREAD_PROFILING
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#if SPINE_ENABLE_THREAD_PROFILING
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instance.profilerSamplerLateUpdate[threadIndex].End();
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#endif
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}
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-unity",
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"displayName": "spine-unity Runtime",
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"description": "This plugin provides the spine-unity runtime core and examples. Spine Examples can be installed via the Samples tab.",
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"version": "4.3.30",
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"version": "4.3.31",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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