UnityEditor.FrameDebuggerWindow.GraphicsSupportsFrameDebugger C# (CSharp) Method

GraphicsSupportsFrameDebugger() private static method

private static GraphicsSupportsFrameDebugger ( ) : bool
return bool
        private static bool GraphicsSupportsFrameDebugger()
        {
            return SystemInfo.graphicsMultiThreaded;
        }

Usage Example

示例#1
0
        internal void OnGUI()
        {
            if (!FrameDebuggerWindow.ShowFrameDebuggerWindowValidate())
            {
                EditorGUILayout.HelpBox("Frame Debugger requires a Pro license", MessageType.Warning, true);
                return;
            }
            FrameDebuggerEvent[] frameEvents = FrameDebuggerUtility.GetFrameEvents();
            if (this.m_TreeViewState == null)
            {
                this.m_TreeViewState = new TreeViewState();
            }
            if (this.m_Tree == null)
            {
                this.m_Tree            = new FrameDebuggerTreeView(frameEvents, this.m_TreeViewState, this, default(Rect));
                this.m_FrameEventsHash = FrameDebuggerUtility.eventsHash;
                this.m_Tree.m_DataSource.SetExpandedWithChildren(this.m_Tree.m_DataSource.root, true);
            }
            if (FrameDebuggerUtility.eventsHash != this.m_FrameEventsHash)
            {
                this.m_Tree.m_DataSource.SetEvents(frameEvents);
                this.m_FrameEventsHash = FrameDebuggerUtility.eventsHash;
            }
            int  limit = FrameDebuggerUtility.limit;
            bool flag  = this.DrawToolbar(frameEvents);

            if (!FrameDebuggerUtility.enabled)
            {
                GUI.enabled = true;
                if (!FrameDebuggerWindow.GraphicsSupportsFrameDebugger())
                {
                    EditorGUILayout.HelpBox("Frame Debugger requires multi-threaded renderer. Usually Unity uses that; if it does not try starting with -force-gfx-mt command line argument.", MessageType.Warning, true);
                }
                EditorGUILayout.HelpBox("Frame Debugger lets you step through draw calls and see how exactly frame is rendered. Click Enable!", MessageType.Info, true);
            }
            else
            {
                float fixedHeight = EditorStyles.toolbar.fixedHeight;
                Rect  dragRect    = new Rect(this.m_ListWidth, fixedHeight, 5f, base.position.height - fixedHeight);
                dragRect         = EditorGUIUtility.HandleHorizontalSplitter(dragRect, base.position.width, 200f, 200f);
                this.m_ListWidth = dragRect.x;
                Rect rect  = new Rect(0f, fixedHeight, this.m_ListWidth, base.position.height - fixedHeight);
                Rect rect2 = new Rect(this.m_ListWidth + 4f, fixedHeight + 4f, base.position.width - this.m_ListWidth - 8f, base.position.height - fixedHeight - 8f);
                this.DrawEventsTree(rect);
                EditorGUIUtility.DrawHorizontalSplitter(dragRect);
                this.DrawCurrentEvent(rect2, frameEvents);
            }
            if (flag || limit != FrameDebuggerUtility.limit)
            {
                this.RepaintOnLimitChange();
            }
            if (this.m_RepaintFrames > 0)
            {
                this.m_Tree.SelectFrameEventIndex(FrameDebuggerUtility.limit);
                this.RepaintAllNeededThings();
                this.m_RepaintFrames--;
            }
        }
All Usage Examples Of UnityEditor.FrameDebuggerWindow::GraphicsSupportsFrameDebugger