Пример #1
0
    public GPULimits GetGPULimits()
    {
        GPULimits limits = new GPULimits();

        _GetLimits(ref limits);
        return(limits);
    }
Пример #2
0
 private static void _GetLimits(ref GPULimits limits)
 {
     limits.highPrecisionBits       = 0x10;
     limits.mediumPrecisionBits     = 0x10;
     limits.lowPrecisionBits        = 0x17;
     limits.maxFragmentTextureUnits = 0x10;
     limits.maxVertexTextureUnits   = 0x10;
     limits.maxCombinedTextureUnits = 0x20;
     limits.maxTextureSize          = 0x2000;
     limits.maxCubeMapSize          = 0x2000;
     limits.maxRenderBufferSize     = 0x2000;
     limits.maxFragmentUniforms     = 0x100;
     limits.maxVertexUniforms       = 0x100;
     limits.maxVaryings             = 0x20;
     limits.maxVertexAttribs        = 0x20;
 }
Пример #3
0
    private void LogGPULimits()
    {
        GPULimits gPULimits = this.GetGPULimits();

        UnityEngine.Debug.Log("GPU Limits:");
        UnityEngine.Debug.Log(string.Format("GPU - Fragment High Precision: {0}", gPULimits.highPrecisionBits));
        UnityEngine.Debug.Log(string.Format("GPU - Fragment Medium Precision: {0}", gPULimits.mediumPrecisionBits));
        UnityEngine.Debug.Log(string.Format("GPU - Fragment Low Precision: {0}", gPULimits.lowPrecisionBits));
        UnityEngine.Debug.Log(string.Format("GPU - Fragment Max Texture Units: {0}", gPULimits.maxFragmentTextureUnits));
        UnityEngine.Debug.Log(string.Format("GPU - Vertex Max Texture Units: {0}", gPULimits.maxVertexTextureUnits));
        UnityEngine.Debug.Log(string.Format("GPU - Combined Max Texture Units: {0}", gPULimits.maxCombinedTextureUnits));
        UnityEngine.Debug.Log(string.Format("GPU - Max Texture Size: {0}", gPULimits.maxTextureSize));
        UnityEngine.Debug.Log(string.Format("GPU - Max Cube-Map Texture Size: {0}", gPULimits.maxCubeMapSize));
        UnityEngine.Debug.Log(string.Format("GPU - Max Renderbuffer Size: {0}", gPULimits.maxRenderBufferSize));
        UnityEngine.Debug.Log(string.Format("GPU - Fragment Max Uniform Vectors: {0}", gPULimits.maxFragmentUniforms));
        UnityEngine.Debug.Log(string.Format("GPU - Vertex Max Uniform Vectors: {0}", gPULimits.maxVertexUniforms));
        UnityEngine.Debug.Log(string.Format("GPU - Max Varying Vectors: {0}", gPULimits.maxVaryings));
        UnityEngine.Debug.Log(string.Format("GPU - Vertex Max Attribs: {0}", gPULimits.maxVertexAttribs));
    }