主要是两方面: 1.shader数据和dx的通信,使用constant Buffer 2.矩阵的数学计算方式和内存存储方式再DX和HLSL中的异同 先说第一个: dx中的常量数据matrix等传入shader中流程: The first thing that we need to do is declare three constant buffer variables. Constant buffers are used to store data that the application n
FPSDisplay.cs using UnityEngine; using System.Collections; public class FPSDisplay : MonoBehaviour { float deltaTime = 0.0f; void Update() { deltaTime += (Time.deltaTime - deltaTime) * 0.1f; } void OnGUI() { int w = Screen.width, h = Screen.height; G
案例一: User public class User { } UserSizeTest public class UserSizeTest { static final Runtime runTime=Runtime.getRuntime(); public static void main(String[] args) { final int count = 100000; User[] us=new User[count]; long heap1 = 0; for (int i = -1;