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namespace UnityEngine.Rendering.HighDefinition
{
internal class HDDebugDisplaySettings : DebugDisplaySettings<HDDebugDisplaySettings>
{
/// <summary>
/// Rendering Debugger display stats.
/// </summary>
internal DebugDisplaySettingsStats<HDProfileId> displayStats { get; private set; }
/// <summary>
/// Volume-related Rendering Debugger settings.
/// </summary>
internal DebugDisplaySettingsVolume volumeSettings { get; private set; }
/// <summary>
/// Decal-related Rendering Debugger settings.
/// </summary>
internal DebugDisplaySettingsDecal decalSettings { get; private set; }
/// <summary>
/// GPU Resident Drawer Rendering Debugger settings and statistics.
/// </summary>
internal DebugDisplayGPUResidentDrawer gpuResidentDrawerSettings { get; private set; }
#if ENABLE_VIRTUALTEXTURES
internal DebugDisplayVirtualTexturing vtSettings { get; private set; }
#endif
public HDDebugDisplaySettings()
{
}
public override void Reset()
{
base.Reset();
displayStats = Add(new DebugDisplaySettingsStats<HDProfileId>(new HDDebugDisplayStats()));
volumeSettings = Add(new DebugDisplaySettingsVolume(new HDVolumeDebugSettings()));
decalSettings = Add(new DebugDisplaySettingsDecal());
gpuResidentDrawerSettings = Add(new DebugDisplayGPUResidentDrawer());
#if ENABLE_VIRTUALTEXTURES
vtSettings = Add(new DebugDisplayVirtualTexturing());
#endif
}
internal void UpdateDisplayStats()
{
if (displayStats != null)
displayStats.debugDisplayStats.Update();
}
}
}