第11.3章:着色器优化技术详解
掌握着色器优化技术是提升游戏性能的关键。本教程将深入介绍各种着色器优化策略,帮助你编写高效的GPU代码。
🎯 学习目标
- 掌握GPU架构和着色器执行原理
- 学会分析和优化着色器性能瓶颈
- 了解各种着色器优化技术
- 掌握移动端特有的优化策略
📋 前置知识
- 熟悉着色器编程基础
- 理解GPU渲染管线
- 了解基本的计算机图形学概念
🔧 GPU架构基础
GPU执行模型
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| // GPU并行执行示例 CCProgram gpu_execution_model %{ // GPU以Warp/Wavefront为单位执行 // 通常32个线程同时执行相同指令 void main() { // 好的做法:所有线程执行相同代码路径 vec4 color = texture(mainTexture, v_uv); color.rgb *= 2.0; // 坏的做法:分支导致执行分歧 if (v_uv.x > 0.5) { color.rgb *= 2.0; // 一半线程执行这里 } else { color.rgb *= 0.5; // 另一半线程执行这里 } fragColor = color; } }%
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内存层次结构
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| interface GPUMemoryHierarchy { registers: { latency: '0 cycles', bandwidth: 'Very High', size: 'Very Small', usage: '局部变量' }; constantMemory: { latency: '1-2 cycles (cached)', bandwidth: 'High', size: 'Medium', usage: 'Uniform变量' }; textureMemory: { latency: '100-200 cycles', bandwidth: 'Medium', size: 'Large', usage: '纹理采样' }; globalMemory: { latency: '200-400 cycles', bandwidth: 'Low', size: 'Very Large', usage: '顶点缓冲、帧缓冲' }; }
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🧮 计算优化技术
1. 减少复杂数学运算
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| // 数学运算优化对比 CCProgram math_optimization %{ // 未优化版本 vec3 slowVersion(vec3 input) { float result = pow(input.x, 2.0); // 昂贵的幂运算 result += sqrt(input.y); // 昂贵的开方运算 result *= sin(input.z * 3.14159); // 昂贵的三角函数 return vec3(result); } // 优化版本 vec3 fastVersion(vec3 input) { float result = input.x * input.x; // 使用乘法替代平方 result += pow(input.y, 0.5); // 或使用查找表 result *= sinLUT(input.z); // 使用预计算的查找表 return vec3(result); } // 查找表实现 uniform sampler2D sinLUT; float sinLUT(float x) { float normalized = x / (2.0 * 3.14159); // 归一化到[0,1] return texture(sinLUT, vec2(normalized, 0.5)).r; } }%
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2. 向量化操作
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| // 向量化优化 CCProgram vectorization %{ // 标量操作(慢) void scalarVersion() { float r = texture(tex, uv).r * color.r; float g = texture(tex, uv).g * color.g; float b = texture(tex, uv).b * color.b; float a = texture(tex, uv).a * color.a; fragColor = vec4(r, g, b, a); } // 向量操作(快) void vectorVersion() { vec4 texColor = texture(tex, uv); fragColor = texColor * color; // 单个向量操作 } // SIMD友好的操作 void simdFriendly() { vec4 a = texture(texA, uv); vec4 b = texture(texB, uv); vec4 c = texture(texC, uv); // 多个向量同时计算 vec4 result = a * b + c; // Fused Multiply-Add fragColor = result; } }%
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🖼️ 纹理优化技术
1. 纹理采样优化
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| // 纹理采样优化 CCProgram texture_optimization %{ // 多次重复采样 void redundantSampling() { vec4 color1 = texture(mainTex, uv); vec4 color2 = texture(mainTex, uv + offset1); // 重复采样 vec4 color3 = texture(mainTex, uv + offset2); fragColor = (color1 + color2 + color3) / 3.0; } // 减少采样次数 void optimizedSampling() { // 使用双线性插值减少采样 vec4 color = texture(mainTex, uv); vec4 neighbor = texture(mainTex, uv + offset); fragColor = mix(color, neighbor, blendFactor); } // 合并纹理采样 void packedTextures() { // 将多个单通道纹理打包到一个RGBA纹理中 vec4 packed = texture(packedTex, uv); float roughness = packed.r; float metallic = packed.g; float ao = packed.b; float height = packed.a; } }%
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2. 纹理压缩和格式选择
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| class TextureOptimizer { public selectOptimalFormat(usage: TextureUsage): TextureFormat { switch (usage) { case 'albedo': return sys.platform === sys.Platform.MOBILE ? 'ETC2_RGB' : 'BC1_RGB'; case 'normal': return sys.platform === sys.Platform.MOBILE ? 'ETC2_RG11' : 'BC5_RG'; case 'roughnessMetallicAO': return 'RGB8'; case 'heightmap': return 'R8'; default: return 'RGBA8'; } } public optimizeTextureSize(originalSize: number, usage: TextureUsage): number { const maxSizes = { 'ui': 2048, 'character': 1024, 'environment': 512, 'effects': 256 }; return Math.min(originalSize, maxSizes[usage] || 512); } }
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3. Mipmap优化
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| // Mipmap优化技术 CCProgram mipmap_optimization %{ // 手动Mipmap级别选择 float calculateMipmapLevel(vec2 uv, vec2 textureSize) { vec2 dx = dFdx(uv * textureSize); vec2 dy = dFdy(uv * textureSize); float maxDelta = max(dot(dx, dx), dot(dy, dy)); return 0.5 * log2(maxDelta); } // 优化的纹理采样 vec4 optimizedTextureSample(sampler2D tex, vec2 uv) { float level = calculateMipmapLevel(uv, textureSize); return textureLod(tex, uv, level); } // 各向异性过滤优化 vec4 anisotropicSample(sampler2D tex, vec2 uv) { // 计算各向异性比率 vec2 dx = dFdx(uv * textureSize); vec2 dy = dFdy(uv * textureSize); float maxAniso = max(length(dx), length(dy)); float minAniso = min(length(dx), length(dy)); float ratio = maxAniso / minAniso; // 限制各向异性级别以提高性能 ratio = min(ratio, 4.0); return texture(tex, uv); // GPU自动处理各向异性 } }%
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🔀 分支优化技术
1. 避免动态分支
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| // 分支优化对比 CCProgram branch_optimization %{ // 动态分支(GPU执行效率低) vec3 dynamicBranch(vec3 color, float condition) { if (condition > 0.5) { return color * 2.0; // 分支A } else { return color * 0.5; // 分支B } } // 使用step函数消除分支 vec3 eliminateBranch(vec3 color, float condition) { float factor = mix(0.5, 2.0, step(0.5, condition)); return color * factor; } // 使用lerp消除分支 vec3 lerpBranch(vec3 color, float condition) { vec3 resultA = color * 2.0; vec3 resultB = color * 0.5; return mix(resultB, resultA, step(0.5, condition)); } }%
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2. 静态分支优化
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| // 静态分支和宏定义 CCProgram static_branches %{ // 使用宏定义创建静态分支 #if defined(ENABLE_NORMAL_MAPPING) vec3 calculateNormal() { vec3 normal = texture(normalTexture, v_uv).xyz * 2.0 - 1.0; return normalize(normal); } #else vec3 calculateNormal() { return normalize(v_worldNormal); } #endif // 特性级别静态分支 #if FEATURE_LEVEL >= 3 // 高端设备:完整PBR vec3 pbrLighting() { return calculateFullPBR(); } #elif FEATURE_LEVEL >= 2 // 中端设备:简化PBR vec3 pbrLighting() { return calculateSimplifiedPBR(); } #else // 低端设备:Blinn-Phong vec3 pbrLighting() { return calculateBlinnPhong(); } #endif }%
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3. 分支预测优化
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| class ShaderVariantManager { private variants: Map<string, Shader> = new Map(); public getOptimalShader(context: RenderContext): Shader { const key = this.generateVariantKey(context); if (!this.variants.has(key)) { this.variants.set(key, this.compileVariant(context)); } return this.variants.get(key)!; } private generateVariantKey(context: RenderContext): string { const features = []; if (context.hasNormalMap) features.push('NORMAL_MAP'); if (context.lightCount > 4) features.push('MANY_LIGHTS'); if (context.enableShadows) features.push('SHADOWS'); if (context.enableSSAO) features.push('SSAO'); return features.join('|'); } private compileVariant(context: RenderContext): Shader { const defines = this.generateDefines(context); return this.shaderCompiler.compile(this.baseShader, defines); } }
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📊 内存带宽优化
1. 减少内存访问
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| // 内存访问优化 CCProgram memory_optimization %{ // 重复的内存访问 void redundantAccess() { vec3 normal = normalize(v_worldNormal); vec3 lightDir = normalize(lightPosition - v_worldPos); vec3 viewDir = normalize(cameraPosition - v_worldPos); // v_worldPos被多次访问 float dist1 = distance(lightPosition, v_worldPos); float dist2 = distance(cameraPosition, v_worldPos); } // 缓存频繁访问的值 void cachedAccess() { vec3 worldPos = v_worldPos; // 缓存到寄存器 vec3 normal = normalize(v_worldNormal); vec3 lightDir = lightPosition - worldPos; vec3 viewDir = cameraPosition - worldPos; float lightDist = length(lightDir); float viewDist = length(viewDir); lightDir /= lightDist; // 复用长度计算结果 viewDir /= viewDist; } }%
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2. 数据打包技术
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| // 数据打包优化 CCProgram data_packing %{ // 未打包的数据 struct UnpackedData { float roughness; // 4 bytes float metallic; // 4 bytes float ao; // 4 bytes float height; // 4 bytes // 总计: 16 bytes }; // 打包的数据 struct PackedData { vec4 packed; // 4 bytes // R: roughness, G: metallic, B: ao, A: height }; // 法线向量打包 vec2 packNormal(vec3 normal) { // 球面坐标打包,节省一个分量 return normal.xy / (normal.z + 1.0); } vec3 unpackNormal(vec2 packed) { vec2 f = packed; float f2 = dot(f, f); float g = sqrt(1.0 - f2 / 4.0); return vec3(f * g, 1.0 - f2 / 2.0); } // 颜色打包到更少位数 uint packColor(vec3 color) { uvec3 c = uvec3(color * 255.0); return (c.r << 16) | (c.g << 8) | c.b; // RGB888 } }%
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🎯 LOD和可见性优化
1. 着色器LOD系统
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| // 着色器LOD实现 CCProgram shader_lod %{ uniform float distanceToCamera; uniform float lodBias; // 计算LOD级别 float calculateShaderLOD() { float distance = distanceToCamera; float lod = log2(distance) + lodBias; return clamp(lod, 0.0, 3.0); } // 基于LOD的着色器选择 vec3 calculateLighting() { float lod = calculateShaderLOD(); if (lod < 1.0) { // LOD 0: 完整PBR光照 return calculateFullPBR(); } else if (lod < 2.0) { // LOD 1: 简化PBR return calculateSimplifiedPBR(); } else if (lod < 3.0) { // LOD 2: Blinn-Phong return calculateBlinnPhong(); } else { // LOD 3: 环境光只 return calculateAmbientOnly(); } } }%
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2. 动态质量调节
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| @ccclass('AdaptiveQualityManager') export class AdaptiveQualityManager extends Component { @property targetFrameTime: number = 16.67; @property qualityLevel: number = 2; private frameTimeHistory: number[] = []; public update() { this.updateFrameTimeHistory(); this.adjustQuality(); } private adjustQuality() { const avgFrameTime = this.getAverageFrameTime(); if (avgFrameTime > this.targetFrameTime * 1.2) { this.qualityLevel = Math.max(0, this.qualityLevel - 1); this.applyQualitySettings(); } else if (avgFrameTime < this.targetFrameTime * 0.8) { this.qualityLevel = Math.min(3, this.qualityLevel + 1); this.applyQualitySettings(); } } private applyQualitySettings() { const settings = this.getQualitySettings(this.qualityLevel); rendering.setGlobalMacro('SHADER_LOD', this.qualityLevel); rendering.setGlobalInt('MAX_LIGHTS', settings.maxLights); rendering.setGlobalFloat('SHADOW_DISTANCE', settings.shadowDistance); } }
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🔍 性能分析工具
1. GPU性能分析器
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| class GPUProfiler { private queries: Map<string, WebGLQuery> = new Map(); private results: Map<string, number> = new Map(); public beginProfile(name: string) { const gl = this.device.gl; const query = gl.createQuery(); gl.beginQuery(gl.TIME_ELAPSED_EXT, query); this.queries.set(name, query); } public endProfile(name: string) { const gl = this.device.gl; gl.endQuery(gl.TIME_ELAPSED_EXT); } public getProfileResult(name: string): number { const query = this.queries.get(name); if (!query) return 0; const gl = this.device.gl; const available = gl.getQueryParameter(query, gl.QUERY_RESULT_AVAILABLE); if (available) { const time = gl.getQueryParameter(query, gl.QUERY_RESULT); this.results.set(name, time / 1000000); return this.results.get(name)!; } return this.results.get(name) || 0; } public generateReport(): PerformanceReport { const report = { totalGPUTime: 0, passes: [] as PassProfile[] }; for (const [name, time] of this.results) { report.passes.push({ name, time }); report.totalGPUTime += time; } return report; } }
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2. 着色器复杂度分析
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| class ShaderComplexityAnalyzer { public analyzeShader(shaderSource: string): ComplexityReport { const report = { instructionCount: 0, textureReads: 0, mathOperations: 0, branches: 0, loops: 0, complexity: 'Low' as 'Low' | 'Medium' | 'High' }; const textureRegex = /texture\w*\s*\(/g; report.textureReads = (shaderSource.match(textureRegex) || []).length; const mathRegex = /(sin|cos|tan|pow|sqrt|exp|log)\s*\(/g; report.mathOperations = (shaderSource.match(mathRegex) || []).length; const branchRegex = /\b(if|switch)\b/g; report.branches = (shaderSource.match(branchRegex) || []).length; const loopRegex = /\b(for|while|do)\b/g; report.loops = (shaderSource.match(loopRegex) || []).length; const score = report.textureReads * 2 + report.mathOperations * 3 + report.branches * 5 + report.loops * 10; if (score < 20) report.complexity = 'Low'; else if (score < 50) report.complexity = 'Medium'; else report.complexity = 'High'; return report; } }
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🎮 实际优化案例
案例1:水面着色器优化
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| // 优化前:复杂水面着色器 CCProgram water_unoptimized %{ void main() { // 多次重复的纹理采样 vec4 normal1 = texture(normalTex, v_uv + time * 0.1); vec4 normal2 = texture(normalTex, v_uv * 2.0 + time * 0.15); vec4 normal3 = texture(normalTex, v_uv * 0.5 + time * 0.05); // 复杂的数学运算 vec3 finalNormal = normalize(normal1.xyz + normal2.xyz + normal3.xyz); // 多次三角函数调用 float wave1 = sin(v_uv.x * 10.0 + time); float wave2 = cos(v_uv.y * 8.0 + time * 1.2); float wave3 = sin(length(v_uv) * 15.0 + time * 0.8); float height = (wave1 + wave2 + wave3) / 3.0; fragColor = vec4(finalNormal, height); } }%
// 优化后:高效水面着色器 CCProgram water_optimized %{ uniform sampler2D waveDataLUT; // 预计算的波浪数据 void main() { // 减少纹理采样,使用单次采样获取多个数据 vec4 waveData = texture(waveDataLUT, v_uv + time * 0.1); // 从预计算数据中提取信息 vec3 normal = waveData.xyz * 2.0 - 1.0; float height = waveData.w; // 简化的波浪计算 vec2 offset = v_uv * 10.0 + time; float wave = texture(waveDataLUT, offset * 0.1).r; height += wave * 0.1; fragColor = vec4(normal, height); } }%
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案例2:角色着色器优化
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| // 优化前:复杂角色着色器 CCProgram character_unoptimized %{ void main() { // 多个纹理采样 vec4 albedo = texture(albedoTex, v_uv); vec4 normal = texture(normalTex, v_uv); vec4 roughness = texture(roughnessTex, v_uv); vec4 metallic = texture(metallicTex, v_uv); vec4 ao = texture(aoTex, v_uv); // 复杂的光照计算 vec3 lighting = calculateComplexPBR(albedo.rgb, normal.xyz, roughness.r, metallic.r, ao.r); fragColor = vec4(lighting, albedo.a); } }%
// 优化后:高效角色着色器 CCProgram character_optimized %{ void main() { // 打包纹理减少采样 vec4 albedo = texture(albedoTex, v_uv); vec4 normalRoughness = texture(normalRoughnessTex, v_uv); vec4 metallicAO = texture(metallicAOTex, v_uv); // 解包数据 vec3 normal = normalRoughness.xyz * 2.0 - 1.0; float roughness = normalRoughness.w; float metallic = metallicAO.r; float ao = metallicAO.g; // 简化的光照计算 vec3 lighting = calculateSimplifiedPBR(albedo.rgb, normal, roughness, metallic, ao); fragColor = vec4(lighting, albedo.a); } }%
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📊 性能监控面板
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| @ccclass('ShaderPerformanceMonitor') export class ShaderPerformanceMonitor extends Component { @property(Label) statsLabel: Label = null!; private profiler: GPUProfiler = new GPUProfiler(); private analyzer: ShaderComplexityAnalyzer = new ShaderComplexityAnalyzer(); public update() { this.updatePerformanceStats(); } private updatePerformanceStats() { const report = this.profiler.generateReport(); const stats = this.gatherRenderingStats(); const displayText = ` GPU时间: ${report.totalGPUTime.toFixed(2)}ms Draw Calls: ${stats.drawCalls} 着色器切换: ${stats.shaderSwitches} 纹理绑定: ${stats.textureBinds} 复杂着色器: ${stats.complexShaders} `.trim(); this.statsLabel.string = displayText; } private gatherRenderingStats(): RenderingStats { return { drawCalls: rendering.getDrawCallCount(), shaderSwitches: rendering.getShaderSwitchCount(), textureBinds: rendering.getTextureBindCount(), complexShaders: this.countComplexShaders() }; } private countComplexShaders(): number { let count = 0; const activeShaders = rendering.getActiveShaders(); for (const shader of activeShaders) { const complexity = this.analyzer.analyzeShader(shader.source); if (complexity.complexity === 'High') { count++; } } return count; } }
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🎯 最佳实践总结
1. 开发阶段优化
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| class ShaderBestPractices { public createOptimizedShaderTemplate(): ShaderTemplate { return { defines: [ 'USE_NORMAL_MAP', 'USE_ROUGHNESS_MAP', 'LIGHT_COUNT 4' ], vertex: ` // 减少varying变量 out vec3 v_worldPosAndDepth; // 打包位置和深度 out vec2 v_uv; out vec3 v_normal; void main() { vec4 worldPos = cc_matWorld * vec4(a_position, 1.0); v_worldPosAndDepth = vec3(worldPos.xy, worldPos.z); v_uv = a_texCoord; v_normal = normalize(cc_matWorldIT * a_normal); gl_Position = cc_matViewProj * worldPos; } `, fragment: ` void main() { // 早期深度测试优化 if (earlyDepthTest()) discard; // 减少纹理采样 vec4 albedoRoughness = texture(albedoRoughnessTex, v_uv); vec4 normalMetallic = texture(normalMetallicTex, v_uv); // 简化光照计算 vec3 lighting = calculateOptimizedLighting( albedoRoughness.rgb, normalMetallic.xyz, albedoRoughness.a, normalMetallic.a ); fragColor = vec4(lighting, 1.0); } ` }; } public managePerformanceBudget(): PerformanceBudget { return { maxInstructions: { vertex: 100, fragment: 200 }, maxTextureReads: 8, maxMathOperations: 20, maxBranches: 2 }; } }
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2. 运行时优化
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| @ccclass('RuntimeShaderOptimizer') export class RuntimeShaderOptimizer extends Component { @property enableDynamicOptimization: boolean = true; @property performanceThreshold: number = 16.67; private currentOptimizationLevel: number = 2; private frameTimeHistory: number[] = []; public update() { if (this.enableDynamicOptimization) { this.monitorPerformance(); this.adjustOptimizationLevel(); } } private monitorPerformance() { const frameTime = game.deltaTime * 1000; this.frameTimeHistory.push(frameTime); if (this.frameTimeHistory.length > 60) { this.frameTimeHistory.shift(); } } private adjustOptimizationLevel() { const avgFrameTime = this.getAverageFrameTime(); if (avgFrameTime > this.performanceThreshold * 1.2) { this.currentOptimizationLevel = Math.min(3, this.currentOptimizationLevel + 1); this.applyOptimizations(); } else if (avgFrameTime < this.performanceThreshold * 0.8) { this.currentOptimizationLevel = Math.max(0, this.currentOptimizationLevel - 1); this.applyOptimizations(); } } private applyOptimizations() { const settings = this.getOptimizationSettings(this.currentOptimizationLevel); rendering.setGlobalMacro('OPTIMIZATION_LEVEL', this.currentOptimizationLevel); rendering.setGlobalInt('MAX_TEXTURE_SAMPLES', settings.maxTextureSamples); rendering.setGlobalFloat('LOD_BIAS', settings.lodBias); console.log(`应用优化级别: ${this.currentOptimizationLevel}`); } private getOptimizationSettings(level: number): OptimizationSettings { const settings = [ { maxTextureSamples: 16, lodBias: 0.0 }, { maxTextureSamples: 12, lodBias: 0.5 }, { maxTextureSamples: 8, lodBias: 1.0 }, { maxTextureSamples: 4, lodBias: 1.5 } ]; return settings[level] || settings[2]; } }
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📝 本章小结
通过本教程,你应该掌握了:
- GPU架构理解: 了解GPU的执行模型和内存层次
- 计算优化: 掌握数学运算和向量化优化技术
- 内存优化: 学会减少内存访问和数据打包
- LOD优化: 理解着色器级别的细节控制
- 性能分析: 掌握性能监控和分析工具的使用
🚀 下一步学习
继续学习移动端特有的优化策略!🎮✨