Data processing method and device, electronic equipment and computer readable storage medium
By analyzing the characteristics of special effects resources to adjust the rendering pipeline configuration and dynamically adjust the rendering nodes, the problem of high data reading and writing overhead in the mobile terminal rendering pipeline is solved, and the game performance and compatibility are improved.
Patent Information
- Application Number
- CN202410434770.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-04-10
- Publication Date
- 2025-10-17
AI Technical Summary
In the rendering pipeline of mobile terminals, existing technologies have high data reading and writing overhead, resulting in waste of hardware resources and reduced game frame rate, affecting players' gaming experience.
By parsing the resource characteristics of the special effects resources to be rendered, adjusting the original configuration information to generate the target configuration information, dynamically adjusting the rendering pipeline, enabling or disabling rendering nodes as needed, and reducing unnecessary data copying and processing.
It saves bandwidth consumption and computing resources of mobile terminals, improves the running efficiency and smoothness of games, and provides a better gaming experience.
Smart Images

Figure CN120789649A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the field of computers, in particular to a data processing method and device, electronic equipment and a computer readable storage medium. BACKGROUND
[0002] In the field of electronic games, special effects provide players with rich visual experiences, making the game world more vivid and realistic.
[0003] At present, a rendering pipeline is usually prepared to meet the requirements of the most complex and highest quality special effect rendering, that is, rendering resources (such as pre-allocated buffers) that are not needed in real-time rendering are pre-loaded or generated in the rendering pipeline. When pre-loading or generating the related rendering resources, a copy operation of data in each data buffer bound to the rendering target is involved. Copying data in each buffer will bring a large data read-write overhead (such as time cost, GPU (Graphics Processing Unit) bandwidth consumption and hardware resource occupation) and cause waste of rendering resources.
[0004] In addition, due to the limitations of the hardware performance of mobile terminals such as mobile phones, game consoles and tablets, a large amount of read-write overhead consumption in the rendering pipeline of the mobile terminal can easily cause the mobile terminal to heat up and the game frame rate to drop, thereby affecting the game experience of players.
[0005] It should be noted that the information disclosed in the above background section is only used to strengthen the understanding of the background of the present application, and therefore can include information that does not constitute prior art known to those of ordinary skill in the art. SUMMARY
[0006] Therefore, the present application provides a data processing method and device, electronic equipment and a computer readable storage medium, which can save bandwidth consumption in real-time rendering, save computing resources, improve the running efficiency and smoothness of the game, and thus provide better game experience for players.
[0007] In a first aspect, an embodiment of the present application provides a data processing method, which comprises:
[0008] obtaining special effect resources to be rendered and original configuration information of an original rendering pipeline;
[0009] analyzing resource characteristics of the special effect resources to be rendered, and adjusting the original configuration information according to the resource characteristics to obtain target configuration information;
[0010] generating a target rendering pipeline according to the target configuration information.
[0011] In a second aspect, an embodiment of the present application provides a data processing apparatus, the apparatus comprising: an obtaining unit, an adjusting unit, and a generating unit;
[0012] The obtaining unit is configured to obtain special effect resources to be rendered and original configuration information of an original rendering pipeline.
[0013] The adjusting unit is configured to analyze resource features of the special effect resources to be rendered, and adjust the original configuration information according to the resource features to obtain target configuration information.
[0014] The generating unit is configured to generate a target rendering pipeline according to the target configuration information.
[0015] In a third aspect, an embodiment of the present application provides an electronic device, comprising:
[0016] a processor; and
[0017] a memory configured to store a data processing program, wherein the electronic device is powered on and runs the program through the processor, and executes the method of the first aspect.
[0018] In a fourth aspect, an embodiment of the present application provides a computer readable storage medium storing a data processing program, wherein the program is run by a processor and executes the method of the first aspect.
[0019] The data processing method provided by the present application comprises the following steps: obtaining special effect resources to be rendered and original configuration information of an original rendering pipeline; then analyzing resource features of the special effect resources to be rendered, and adjusting the original configuration information according to the resource features to obtain target configuration information; and generating a target rendering pipeline according to the target configuration information. That is, by analyzing the special effect resources to be rendered to obtain resource features of the special effect resources to be rendered, it can be determined whether the original configuration information needs to be adjusted based on the resource features. In this way, the original rendering pipeline can be adjusted according to the special effect resources to be rendered, the dynamic expansion of the rendering pipeline can be realized, the hardware resources of the electronic device can be saved, the requirement of the special effect rendering process on the hardware performance of the terminal device can be reduced, and the compatibility of the game with the terminal device can be improved. BRIEF DESCRIPTION OF DRAWINGS
[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the description of the embodiments of the present application. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can also be obtained by those skilled in the art without any creative labor.
[0021] Figure 1 A system schematic diagram for implementing the data processing method provided by the embodiments of the present application is provided.
[0022] Figure 2 An example flowchart of a data processing method provided by an embodiment of the present application is shown in FIG. 1.
[0023] Figure 3 An example pipeline comparison diagram of an original rendering pipeline and a target rendering pipeline provided by an embodiment of the present application is shown in FIG. 2.
[0024] Figure 4 An example comparison diagram of rendering overheads of an original rendering pipeline and a target rendering pipeline provided by an embodiment of the present application is shown in FIG. 3.
[0025] Figure 5 An example structural diagram of a data processing apparatus provided by an embodiment of the present application is shown in FIG. 4.
[0026] Figure 6 An example structural block diagram of an electronic device for implementing a data processing method provided by an embodiment of the present application is shown in FIG. 5. DETAILED DESCRIPTION
[0027] In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. However, it will be apparent to one skilled in the art that the present application can be practiced without the specific details set forth in this description. In other instances, well-known methods, procedures, components, and circuits have not been described in detail so as not to unnecessarily obscure aspects of the present application.
[0028] It should be noted that the terms "first", "second", "third", and the like in the description and in the claims of the present application are used for distinguishing between similar objects and not necessarily for describing a specific sequential or chronological order. The use of such terms in the description and in the claims is to be interpreted that a specific sequential order or order of occurrence is not a limitation but is merely an aid to understanding of the described embodiments. Furthermore, the terms "comprise", "have", "contain" and the like should be interpreted as not restricting the presence or quantity of an element but are intended to be equivalent to "including". It is further noted that the features described in the description and in the claims are not meant to be exclusive of each other but are to be interpreted as alternatives that can be used in addition to, or instead of, each other.
[0029] It should be understood that, in the embodiments of the present application, "at least one" means one or more, and "multiple" means two or more than two. "And / or" is only a description of the relationship between the associated objects, which means that there can be three relationships, for example, A and / or B can mean that A exists alone, A and B exist together, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects. "Including A, B and / or C" means including any one or any two or three of A, B and C.
[0030] It should be understood that, in the embodiments of the present application, “B corresponding to A”, “B corresponding to A”, “A corresponding to B” or “B corresponding to A” means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean that B is determined only according to A, but B can also be determined according to A and / or other information.
[0031] Before introducing the data processing method provided by the present application in detail, first, the related concepts involved in the embodiments of the present application are introduced.
[0032] 1. Central Processing Unit (CPU): It is the core component of the computer hardware system, responsible for executing the instruction set in the computer program, performing logical operation, mathematical calculation and controlling data flow.
[0033] 2. Graphics Processing Unit (GPU): It is a kind of processor specially designed for efficient parallel processing of large amount of image data. In the embodiments of the present application, the data interaction between CPU and GPU can realize the special effect rendering in the game.
[0034] 3. Rendering pipeline: also known as rendering pipeline, it refers to a series of ordered processing steps from three-dimensional model and scene data to final two-dimensional image. It can be used to organize the rendering process of a frame. Users can customize the rendering pipeline according to the rendering requirements.
[0035] 4. Render Target (RT): In computer graphics, render target is a block of memory area or buffer used to receive rendering results. For example, users can create multiple render targets to store the rendering output of different stages, such as color, depth, normal information, etc. These data can be used for subsequent rendering steps, such as post-processing effects or special effect superposition.
[0036] 5. Depth Buffer: It is a memory area used to store the depth information of each pixel in the rendering pipeline, which is used to perform depth test to ensure that objects are correctly occluded and sorted according to their distance from the observation point.
[0037] 6. Color Buffer: It is a memory area used to store the final color information of each pixel in the rendering pipeline. There can be multiple color buffers in the rendering pipeline, which can generate and store different visual effects or intermediate results at the same time for subsequent use.
[0038] 7、Copy Depth operation: In the rendering process, the Copy Depth operation refers to the process of copying the depth value in the depth buffer to another image or texture. This is because different rendering stages in the rendering process may need to use the same depth value, but the depth buffer bound to the rendering target cannot directly read data, so it needs to be copied to another buffer first to read and write depth data through the buffer.
[0039] 8、Copy Color operation: In the rendering process, the Copy Color operation refers to the process of copying the information of the color buffer to another buffer.
[0040] 9、Post-processing: Post-processing is a series of image processing techniques performed at the full-screen image level after the basic rendering of the three-dimensional scene has been completed (i.e. after the main rendering pipeline is completed). Post-processing does not change the geometry or lighting information of the scene itself, but applies filters or other effects to the final generated two-dimensional image. Common post-processing effects include: Depth of Field, Motion Blur, Color Grading, Anti-Aliasing, bloom (light halo effect), Noise Reduction, etc. These effects are calculated on the network image by using specially designed shaders, and the results are superimposed back on the original rendering results, thereby achieving unified adjustment and enhancement of the overall visual style.
[0041] 10、Offscreen Rendering: refers to the process of performing graphics rendering operations in a buffer outside the screen display area. In this process, the GPU or CPU will create one or more temporary frame buffer objects (Frame Buffer Object, FBO), textures or render buffer objects (Render Buffer Object, RBO) in memory, and all geometry rendering calculations, lighting calculations and post-processing effects are applied to these offscreen buffers.
[0042] Based on the problems in the above related technologies, the embodiments of the present application provide a data processing method and device, an electronic device and a computer readable storage medium.
[0043] In the following, the data processing system for implementing the data processing method provided by the present application is mainly introduced.
[0044] The data processing method provided by the embodiments of the present application can be executed by an electronic device, which can be a terminal device. The terminal device can include a mobile terminal device such as a smartphone, a tablet computer, a notebook computer, or a non-mobile terminal device such as a desktop computer.
[0045] The embodiments of the present application take the data processing in the process of rendering a game picture as an example to introduce the system.
[0046] When the data processing method is executed by a terminal device, the terminal device stores an application program for rendering a game scene. The terminal device interacts with a user through a graphical user interface. The terminal device can provide the graphical user interface to the user in various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal device, or the graphical user interface can be presented through holographic projection.
[0047] It should be noted that for a non-mobile terminal, the GPU hardware performance has less limitation on the rendering performance, and the influence of the GPU hardware performance on the special effect rendering process can be ignored. In addition, the technical solution provided by the present application is mainly used to solve the problem that the GPU hardware performance of the terminal device has more limitations on the special effect rendering pipeline, resulting in low compatibility of the special effect rendering pipeline in the game for various mobile terminals. For a non-mobile terminal, the GPU hardware performance has less limitation on the rendering performance, and therefore, the preferred execution subject of the data processing method provided by the embodiments of the present application is a mobile terminal.
[0048] For example, in combination with the above introduction, Figure 1 A data processing system 1000 for implementing the data processing method provided by the embodiments of the present application is shown, which can include a data processing device 1001 and a database 1002. The data processing device 1001 can establish a communication connection with the database 1002 through a wired or wireless manner, and perform data interaction with the database 1002. The database 1002 can be a local database of the data processing device 1001, or a cloud database accessible by the data processing device 1001, and the like. The data processing device 1001 can be arranged in a mobile terminal or a non-mobile terminal, or the like.
[0049] The data processing device 1001 can obtain a special effect resource to be rendered and original configuration information of an original rendering pipeline, then analyze resource characteristics of the special effect resource to be rendered, and adjust the original configuration information according to the resource characteristics to obtain target configuration information, and finally generate a target rendering pipeline according to the target configuration information.
[0050] The database 1002 can store the usage state of the special effect resource to be rendered in various channels and the usage method in the life cycle of the entire rendering process, and the usage of the resource can be obtained from the database when creating the physical resource of the actual rendering pipeline, so as to create the target rendering pipeline.
[0051] It should be noted that, Figure 1 The data processing system diagram shown is only an example, and the data processing system 1000 described in the embodiments of the present application is used to more clearly illustrate the technical solutions of the embodiments of the present application, and does not constitute a limitation on the technical solutions provided by the embodiments of the present application. Those skilled in the art can know that, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided by the embodiments of the present application are also applicable to similar technical problems.
[0052] The technical solutions of the present application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes can not be described in detail in some embodiments.
[0053] As Figure 2 shown, Figure 2 is an example flowchart of the data processing method provided by the embodiments of the present application. It should be noted that the steps shown can be executed in a logical order different from that shown in the method flowchart. The method can include the following steps S210-S230. In the embodiments of the present application, the method is applied to a mobile terminal as an example.
[0054] Step S210: obtaining a special effect resource to be rendered and original configuration information of an original rendering pipeline.
[0055] In the embodiments of the present application, various resources need to be converted into visible images on the screen through a rendering pipeline during game development. The resource can provide graphical data and performance characteristics of a game screen presented on a graphical user interface. For example, the resource converted into a visible image on the screen through rendering can include but is not limited to various three-dimensional models (such as virtual characters, virtual objects, virtual buildings, virtual vegetation, etc.) constituting a virtual game screen, UI (User Interface) elements, lighting information, etc. The special effect resource to be rendered in the above-mentioned visible image resource can include the special effect resource in step S210, which usually refers to a series of data resources for creating, enhancing or simulating visual effects, for example, can include but is not limited to normal maps, environment maps, etc. for adding surface details to the above-mentioned three-dimensional models, particle effects such as fire, smoke, rain, snow, and magic light effects.
[0056] It should be noted that in the embodiments of the present application, the special effect generated by each special effect resource described above can be a material effect special effect composed of at least one of transparent particles, translucent particles and opaque particles. Among them, the opaque particle completely blocks anything behind it when rendering, and no light can penetrate. For example, sparks or smoke emitted in the game are designed to be opaque, which will hide all visual elements behind them no matter where they are located. The translucent particle allows part of the light to pass through, forming a light transmission effect, which can display part of the image behind the object, but will be blurred or color mixed. In game special effects, translucent particles are often used to simulate clouds, water vapor, glass breaking and other situations that need to show a transparent texture. Special attention is usually needed when processing translucent particles, such as rendering order (from back to front), depth test and blending mode, to prevent incorrect superposition effects and color overexposure caused by excessive superposition. Transparent particles generally refer to fully transparent particle effects, that is, almost no color or only slightly affect the background color, such as real-world bubbles or gauze. Transparent particles can make the background almost completely visible, providing only an outline or weak visual interference. In the particle system, the rendering of transparent particles also requires correct ordering and blending settings.
[0057] Since rendering any object requires a clear shape, where, when and what settings are used, the complexity of the specific content also depends on the effects involved by the object, such as light sources, shadows, image effects, etc., which often require correct order processing to get the final image. This process is called rendering pipeline. The process required for rendering an object can be specified by the configuration information of the rendering pipeline, so as to create an actual rendering pipeline based on the configuration information of the rendering pipeline, and realize graphic rendering.
[0058] The original rendering pipeline can be understood as a fixed function pipeline, or can also be understood as the most original rendering pipeline customized by the game developer, without any automatic reduction, addition or modification. The original rendering pipeline can include various original channels, each of which references a special effect resource to be rendered and how to use (such as read, write) the special effect resource to be rendered.
[0059] The original configuration information described above can be understood as information for configuring the original rendering pipeline. Through the original configuration information, the channels required for rendering an object can be specified, each of which references a special effect resource to be rendered and how to use the special effect resource to be rendered, and a series of processes, that is, the original configuration information specifies the specific way and rule for interpreting, processing and presenting these special effect resources to be rendered. Based on the original configuration information, an instantiated original rendering pipeline can be created, and then graphic rendering is realized through the original rendering pipeline.
[0060] It can be understood that the same game scene can have different special effect performances at different times. For example, no skill special effect needs to be rendered when the player does not release the skill, and the skill special effect needs to be added to the original game scene after the player performs the skill release operation. For these two rendering processes, in the related art, the rendering pipeline is usually prepared to meet the most complex and highest quality rendering requirements, that is, rendering resources that exceed the actual needs in the real-time rendering process are usually preloaded or generated. For example, there is no skill special effect in the current rendered scene picture, but the scene picture may have a skill special effect rendering later, so when the rendering pipeline is configured, the pass required to render the skill special effect is pre-allocated, for example, the depth buffer data is pre-copied. In this way, a large amount of data read and write overhead is easily generated.
[0061] In the original configuration information of the original rendering pipeline mentioned in the embodiments of the present application, that is, as described above, the pass information of all passes required to generate the two-dimensional image of the graphic data displayed on the screen, that is, the original configuration information prepared to meet the most complex and highest quality rendering requirements.
[0062] Step S220: Analyzing the resource characteristics of the special effect resource to be rendered, and adjusting the original configuration information to obtain target configuration information according to the resource characteristics.
[0063] In the present embodiment, the above-mentioned analysis of the resource characteristics of the special effect resource to be rendered refers to the process of determining the usage and required processing mode of the special effect resource to be rendered in the rendering process by analyzing the attributes, formats and purposes of the special effect resource to be rendered. For example, the resource characteristics of the special effect resource to be rendered can include but are not limited to: the resource type of the special effect resource to be rendered (such as image resource, three-dimensional model resource, etc.); the purpose of the special effect resource to be rendered (such as the specific purpose or desired effect of the special effect resource in the game or application, for example, character animation, environment map, special effect performance, etc.); resource size and resolution, etc.
[0064] It can be understood that there is usually a dependency relationship between the special effect resource to be rendered and the original rendering pipeline in the rendering process. The dependency relationship here refers to how each rendering pass in the original rendering pipeline references the special effect resource to be rendered, specifically including that the special effect resource to be rendered is referenced by the rendering pass as a producer (i.e. the special effect resource to be rendered is produced by the pass) or the special effect resource to be rendered is referenced by the rendering pass as a consumer (i.e. the special effect resource to be rendered is consumed by the rendering pass). That is, whether the pass consumes resources or the pass produces resources, it is considered that there is a dependency relationship between the pass and the resource.
[0065] By analyzing the resource characteristics of the special effect resource to be rendered, the rendering channel and other information required for processing the special effect resource to be rendered can be determined according to the resource characteristics and the dependency relationship in the original rendering pipeline, that is, the original configuration information can be optimized based on the dependency relationship between the channel and the resource, so that the optimized original rendering pipeline is more in line with the needs of rendering the special effect resource to be rendered.
[0066] For example, the special effect resource to be rendered usually contains vertex data of a three-dimensional model, such as position, normal, texture coordinate, etc. By analyzing the resource type characteristics of the special effect resource to be rendered, it can be known that the special effect resource includes a three-dimensional model, and then according to the resource type characteristics, it is determined that a vertex shader needs to be configured in the original rendering pipeline to read the vertex data of the three-dimensional model and perform corresponding transformation and processing through the vertex shader. For another example, the display position of each special effect resource to be rendered on the screen control of the display screen needs to be determined, and the target buffer (such as color buffer, depth / stencil buffer) in the rendering pipeline, as well as the viewport size and clipping area, need to be determined, which affects how the special effect resource to be rendered is mapped to the screen space for display through these settings.
[0067] The above target configuration information is the configuration information obtained after adjusting the original configuration information according to the special effect resource to be rendered.
[0068] It can be understood that in some related technologies, in order to optimize the rendering efficiency of the original rendering pipeline, rendering nodes required for possible additional effect performance are usually pre-allocated in the original rendering pipeline, for example, readable buffers required for depth buffer copy operation, readable buffers required for color buffer copy operation, or processing channels required for post-processing operation, etc. However, in most cases, the playback demand of special effects with additional performance effects is small in a game, and if the above method is used, it will lead to a large waste of buffer space, for example, a large amount of memory is reserved to cope with the possible maximum demand, but actual running does not require additional performance effects for special effects. For terminal devices with limited buffer space, buffer space waste is particularly obvious. At the same time, if the above buffer space is pre-allocated, it cannot dynamically adapt to the rendering requirements of special effects changing over time, and pre-allocation reduces the flexibility of changes in the hardware environment of the terminal device, which leads to the same game being incompatible with terminal devices with lower hardware performance, in other words, the compatibility of the game running device is reduced.
[0069] The additional performance effects can include, but are not limited to, adding additional lighting effects, soft particle effects, distortion effects, etc. to the special effects. Among them, the soft particle effect can create more natural and smooth particles in the game, and is usually used to simulate more realistic dynamic effects such as fog, smoke, flame, snow, etc. For example, when a character passes through thick smoke in the game, the surrounding smoke particles will gradually fade as the character's line of sight changes, creating an immersive environmental atmosphere, just like seeing the scene through a hazy medium in reality. The distortion effect can add visual distortion to the special effect itself, simulate real depth of field or space distortion. In a popular understanding, the additional performance effect can add more complex performance effects to the special effect to improve the visual experience of the game player.
[0070] It can be understood that in the related art, if the special effect resource to be rendered needs to add an additional performance effect at a certain time, the original rendering pipeline will usually prepare data for rendering the additional performance effect in advance, regardless of whether the additional performance effect needs to be rendered at the current time. For example, in order to generate the additional performance effect for the special effect, the depth data, color data, etc. in the rendering pipeline usually need to be copied to another buffer in advance to render the additional performance effect through the depth data and color data in the other buffer. In this way, a large amount of data read and write overhead is easily generated, causing waste of rendering resources.
[0071] Based on the above problems, in some optional embodiments of the present application, a preset requirement mark, also known as a requirement tag, can be added to the special effect resource that needs to add an additional performance effect. The preset requirement mark can be used to represent what kind of additional performance effect needs to be added to the corresponding special effect resource. The preset requirement mark can be set according to the specifications of the game field or the habits of the game developers, and is not specifically limited.
[0072] In specific embodiments, adding a requirement mark to a special effect resource can be marked by a RenderingLayerMask (or LayerMask) tool in the Unity engine. The LayerMask tool is a tool for controlling rendering by layer filtering, that is, a game object can be classified into a layer in the Unity engine, and the game developer can customize the name of the layer and control which layers participate in the processing in a specific scene through the layer name when customizing the rendering pipeline later. For example, for a special effect resource that needs to implement a soft particle effect, the layer where the special effect resource is located can be marked as a "SoftCross" layer, and then when the special effect resource is parsed, it can be parsed that the special effect resource corresponds to a SoftCross tag, so that the soft particle effect is rendered for the special effect resource.
[0073] After the demand mark of the additional performance effect of each special effect resource is added, when the resource feature of the special effect resource to be rendered is parsed, if it is detected that the resource feature of the special effect resource to be rendered corresponds to the preset demand mark, the target rendering node information for implementing the additional performance effect corresponding to the preset demand mark is enabled (enabled, activated) in the original configuration information, so as to obtain the target configuration information more in line with the rendering demand. Or, when it is detected that the resource feature of the special effect resource to be rendered does not include the preset demand mark, the target rendering node corresponding to the preset demand mark in the original configuration information is closed (disabled, deactivated), and the target configuration information is obtained. In this way, the redundant rendering node that is not needed in the current rendering process does not need to be enabled, and the hardware performance consumption of the electronic device in the current rendering process can be reduced.
[0074] The target rendering node information can be understood as information for generating a target rendering node in a rendering pipeline. The rendering node can be regarded as an abstract concept in a graphics rendering pipeline, and usually refers to a processing unit in different stages of a rendering process.
[0075] In the embodiment of the application, the preset demand mark can include but is not limited to a post-processing mark, a copy operation mark and the like. The post-processing mark is used to indicate that the game engine needs to enable a post-processing node in the rendering pipeline. The copy operation mark is used to indicate that the game engine needs to enable a copy operation node for performing a copy operation on intermediate data in each rendering process in the rendering pipeline.
[0076] The target rendering node information can include but is not limited to post-processing node information, depth information copy operation node information, color information copy operation node information and the like. Correspondingly, the target rendering node can include but is not limited to a post-processing node, a depth information copy operation node, a color information copy operation node and the like, and the embodiment is not limited thereto, and can be set according to the rendering demand.
[0077] The post-processing node is used to perform a post-processing operation on the special effect resource rendered to an off-screen buffer. The depth information copy operation node or the color information copy operation node is used to copy the depth information of the special effect resource to be rendered in a depth buffer or the color information of the special effect resource to be rendered in a color buffer to another buffer (or readable texture), so as to realize reading and writing of the depth information or the color information based on the other buffer, and realize the additional performance effect of the special effect performance corresponding to the special effect resource.
[0078] For example, when the special effect resource is a fire special effect, and a bloom effect, also known as bloom effect or halo effect, needs to be added to the fire special effect, the bloom effect simulates the overflow light and the scattering light on surrounding objects when the fire special effect is overexposed. This effect can enhance the visual impact of the scene and make the bright area of the fire special effect look more vivid and eye-catching.
[0079] Therefore, when designing the fire special effect, an artist can add a bloom demand mark to the fire special effect. When the rendering engine parses the resource characteristics of the special effect resource of the fire special effect, if it is detected that the resource characteristics of the special effect resource of the fire special effect correspond to the bloom demand mark, the related rendering node for implementing the bloom additional performance effect is enabled in the original configuration information to obtain the target configuration information with the related rendering channel for implementing the bloom additional performance effect. For example, the bloom demand is a post-processing demand, and a post-processing node needs to be enabled in the original configuration information to implement a visual enhancement effect by specially processing the highlight part of the fire special effect that has been basically rendered, simulate the halo diffusion phenomenon caused by overexposure of the fire special effect, and thus increase the realism and visual impact of the fire special effect.
[0080] It should be noted that the brightness of the fire pixels needs to be processed when implementing post-processing of the fire special effect, but the color buffer does not allow random read operations. Therefore, for the bloom demand, a color information copying operation node needs to be enabled in the original configuration information to copy the color information in the color buffer to a target buffer to extract pixels with brightness exceeding a certain threshold in the target buffer for processing.
[0081] It can be seen that the original configuration information can be adjusted based on the resource characteristics of the special effect resource to be rendered by parsing the resource characteristics. Specifically, when the resource characteristics of the special effect resource to be rendered correspond to a preset demand mark, the target rendering node information corresponding to the preset demand mark is enabled (activated) in the original configuration information to obtain the target configuration information, and then a target rendering pipeline matched with the special effect resource to be rendered is generated through the target configuration information. If the resource characteristics of the special effect resource to be rendered do not correspond to the preset demand mark, the target rendering node associated with the preset demand mark in the original configuration information is closed, and the target rendering node is not included in the target configuration information. In this way, the original configuration information can be dynamically adjusted on demand according to the special effect resource to be rendered, and the rendering node is not enabled when it is not needed, which can save the hardware resources of the electronic device.
[0082] For example, post-processing nodes can be enabled on demand. Post-processing nodes usually involve a large amount of computing and electronic device cache resources when performing post-processing operations. When there is no need to enable post-processing nodes, unnecessary computing costs can be reduced, related cache resources can be released, and waste can be avoided. At the same time, in the actual rendering process, there are fewer special effects resources to be rendered that need to be post-processed. Enabling post-processing on demand can reduce unnecessary processing links and improve rendering efficiency. In addition, enabling post-processing on demand can achieve dynamic expansion of the rendering pipeline, and can be shut down immediately when the hardware performance of the terminal device declines, reducing the rendering process's requirements for terminal hardware performance.
[0083] Step S230: Generate a target rendering pipeline according to the target configuration information.
[0084] Based on the target configuration information obtained in step S220, a target rendering pipeline can be instantiated and created, and then the CPU and / or GPU jointly render a two-dimensional image according to the processing flow and special effect resources to be rendered contained in the target rendering pipeline.
[0085] In some embodiments, based on the target rendering pipeline generated above, the data processing method provided by the present application may further include the following step S240.
[0086] Step S240: Rendering the special effect resource to be rendered through the target rendering pipeline, and displaying the special effect performance with the target effect on the display screen of the terminal device.
[0087] That is, this step is used to render the special effects resource to be rendered using the generated target rendering pipeline for display on the display screen provided by the terminal device. Because the rendering nodes in the original rendering pipeline can be enabled and controlled as needed through the above steps S210 to S230 to obtain a target rendering pipeline that matches the special effects resource to be rendered, it is possible to optimize performance while ensuring the special effects display effect, reduce rendering overhead, thereby reducing the pressure on hardware resources and reducing the heat generation of the terminal device.
[0088] like Figure 3 As shown, Figure 3 A comparison diagram of the original rendering pipeline and the target rendering pipeline is provided. Figure 3 (a) shows the original rendering pipeline diagram. Figure 3 (b) shows a schematic diagram of the target rendering pipeline. Figure 3In the original rendering pipeline diagram provided in (a), the original rendering pipeline is a rendering pipeline prepared to meet the most complex and highest quality rendering requirements. That is, if the special effects resource to be rendered needs to render additional special effects at a certain moment, and special effects pre-operation and post-processing operations are required, then the original rendering pipeline at any moment includes rendering nodes for drawing ordinary objects, special effects pre-operation nodes, rendering nodes for drawing special effects, and post-processing nodes (it can be understood that the rendering nodes for drawing ordinary objects and the rendering nodes for drawing special effects here can include the vertex shader, geometry stage, rasterization stage, pixel shader stage, texture mapping stage, depth and template test stage, etc. introduced above. In order to highlight the differences between the original rendering pipeline and the target rendering pipeline, the above necessary steps are simplified here).
[0089] During the rendering process, rendering nodes for drawing common objects are used to render various geometric objects in the game scene, such as 3D models of virtual characters, virtual buildings, and virtual items. Rendering nodes for drawing special effects are used to add common special effects to the game scene, such as flames and ice. Pre- and post-processing operations for special effects can be used to address scenarios where complex additional effects are needed to enhance the natural and rich nature of the special effects. For example, adding a floodlight effect to a flame effect can make the bright areas of the flame effect appear more vivid and eye-catching.
[0090] Assume that when rendering the game screen, only ordinary objects and ordinary special effects need to be rendered at the current moment, and no additional rendering of performance effects is required. At this time, the resource characteristics of the special effect resources to be rendered are analyzed by the method described above. If it is detected that the special effect resources to be rendered do not need to be rendered with additional performance effects, then the original configuration information that lacks special effect pre-operation node information and post-processing node information can be closed to obtain the following Figure 3 The target rendering pipeline shown in (b) is the same as Figure 3 Compared with (a), the special effect pre-operation nodes and post-processing nodes are omitted in the target rendering pipeline. Among them, the special effect pre-operation nodes such as the depth information copy operation node and the color information copy operation node are omitted.
[0091] It can be seen that if the special effect resources to be rendered do not need to enable special effect pre-operation and post-processing, the rendering nodes of the relevant special effect pre-operation and post-processing can be omitted, so that the resource overhead caused by the data reading and writing involved in these rendering nodes can be saved.
[0092] In a specific embodiment, the special effect resource to be rendered can be rendered in an off-screen rendering manner through a target rendering pipeline to obtain a special effect performance with a target effect.
[0093] As mentioned above, off-screen rendering refers to performing graphics rendering operations in an off-screen buffer outside the screen display area, and then completing the off-screen rendering and merging it onto the screen for display in some way.
[0094] It is important to note that off-screen rendering is not determined when defining the target rendering pipeline itself, but is dynamically selected and configured by the developer when performing rendering operations using the target rendering pipeline. The rendering pipeline is a predefined graphics processing flow, including but not limited to vertex shading, primitive assembly, rasterization, fragment shading, and other steps. These steps are always performed in a predetermined order.
[0095] Off-screen rendering is a strategy or application scenario that utilizes the target rendering pipeline. It involves dynamically binding an off-screen framebuffer object (FBO) at runtime as the render target, rather than the default on-screen framebuffer. This means that while the target rendering pipeline itself remains unchanged, the output destination can be switched based on program logic.
[0096] Therefore, when implementing off-screen rendering, developers will decide when to create and bind an FBO and point rendering instructions to this off-screen buffer to control the destination of the rendered data. This can be done to calculate textures, implement complex post-processing effects, or pre-render certain content that is not directly displayed in order to optimize rendering performance.
[0097] Therefore, when using off-screen rendering to render special effects resources to be rendered, the target rendering pipeline may include an off-screen buffer and a screen frame buffer; in a specific embodiment, the special effects resources to be rendered can be rendered to the off-screen buffer through the target rendering pipeline to generate special effects data in the off-screen buffer; the special effects data is used to display a special effects performance with a target effect on the display screen of the electronic device; and then the special effects data in the off-screen buffer can be merged into the screen frame buffer to display a special effects performance with a target effect on the display screen of the terminal device.
[0098] Off-screen rendering allows for independent calculation and processing of complex graphical elements, without interfering with the rendering of the corresponding frame buffer on the electronic device's screen, for complete image output. Since all processing is done in the background, there are no intermediate states or frequent redraws of on-screen content, providing a smoother visual experience. Complex special effects that require multiple combined renderings can be performed separately on different off-screen buffers, facilitating the implementation of advanced effects such as multi-pass rendering and image compositing.
[0099] It should be noted that the pattern of the special effect resource displayed on the screen is generally low frequency. In image analysis, frequency describes how fast the pixel value changes in the image. The low frequency part represents the large area color region, smooth transition and overall structure in the image; and the high frequency part corresponds to the details, edges and textures of the image, which change rapidly. Since the low frequency special effect resource does not contain too many small or high frequency details, the rendering precision of the low frequency special effect resource can be appropriately reduced, thereby saving computing resources and improving rendering speed.
[0100] In the embodiments of the present application, based on the characteristics of the off-screen rendering mode, the size of the off-screen buffer can be adjusted to generate special effect data with different display resolutions, so that the display resolution of the remaining objects in the game scene will not be affected when the display resolution of the special effect data is adjusted. Based on this, reducing the size of the off-screen buffer to reduce the display resolution of the special effect performance can avoid frame rate jitter when a large number of special effects appear and improve the visual experience of the player in the case of tight hardware rendering resources of the terminal device.
[0101] In some embodiments, in the non-off-screen rendering mode, to achieve the above-mentioned adjustment of the display resolution of the special effect data, the rendering precision of the special effect can also be reduced in a manner such as global dynamic resolution or using dynamic shading rate. Using global dynamic resolution can reduce the global rendering resolution when the special effect rendering burden is heavy, to prioritize the resolution of the game, which is usually useful in frame rate priority games. But the disadvantage is that the scene and the characters and other objects will also be affected, and the player may have a bad visual perception, so it is more suitable to use the global dynamic resolution strategy when playing special effects on the full screen; and using dynamic shading rate can dynamically adjust the rendering precision, but the current hardware support rate is low, and the compatibility of each terminal device is low.
[0102] In some optional embodiments, when the display time length of the additional performance effect corresponding to the preset requirement mark on the display screen of the terminal device reaches the preset time length, the target rendering node corresponding to the preset requirement mark in the target rendering configuration information is closed. That is, it can be understood that when the display time length of the additional performance effect of the special effect reaches the preset time length, the additional performance effect is no longer displayed.
[0103] In this way, by limiting the display time of the additional performance effect of the special effect performance, the game performance decline or other adverse user experience caused by excessive use of the additional performance effect of the special effect performance can be prevented.
[0104] For example, in a game session, the start time of the depth buffer copy operation can be limited to 15% of the game session time, and the start time of the post-processing effect (such as Bloom) can be limited to 30% of the game session time. In this way, the depth buffer copy operation and the post-processing operation can be enabled only in specific visual scenes or critical moments, which can ensure the stability of the game performance and reduce the consumption of rendering resources.
[0105] When the game engine manages these special effect requirements, the system can be monitored in real time to ensure that the preset time length is met in actual operation. Once the preset time length is exceeded, an alarm mechanism needs to be triggered to remind the game developer to check the optimization of the related special effect implementation or adjust the game content.
[0106] So far, the method provided in the embodiment has been described. By analyzing the dependency relationship between the special effect resource to be rendered and the original configuration information of the original rendering pipeline, and adjusting the original configuration information according to the analysis result, each rendering node in the original configuration information can be enabled and disabled as needed, and a target rendering pipeline that matches the special effect resource to be rendered can be obtained. In this way, the useless information in the original configuration information can be removed, or the rendering nodes required for rendering the special effect resource to be rendered can be enabled, and the rendering pipeline can be flexibly optimized, the calculation amount can be reduced, the hardware resources of the terminal device can be saved, the total rendering overhead and the real-time rendering overhead of the terminal device when rendering the special effect resource can be reduced, the heating of the terminal device such as a mobile phone can be reduced, and the problem of frame rate jitter caused by playing a large number of special effects in a situation of insufficient terminal device resources can be avoided.
[0107] In addition, an off-screen rendering mode can also be used when rendering the special effect. Based on the off-screen rendering mode, the display resolution of the special effect data rendered to the off-screen buffer can be adjusted without affecting the display resolution of the ordinary object, and when the display resolution of the special effect performance corresponding to the special effect data is reduced, the hardware rendering overhead of the terminal device can be reduced to a certain extent, and the controllable dynamic resolution can reduce the operation load of the GPU as much as possible, avoid the problem of frame rate jitter caused by playing a large number of special effects in a situation of insufficient terminal device resources, and improve the game experience of the player.
[0108] Based on the above embodiments, the following compares the rendering overhead of the rendering pipeline in the data processing method of the related art and the embodiments of the present application on the terminal device.
[0109] Referring to Figure 4 , Figure 4 A comparison diagram of the rendering overhead of the terminal device before and after implementing the embodiments provided in the present application is shown. Among them, Figure 4 (a)~(c) in Figure 4The horizontal axis in (d) represents the game time, the vertical axis represents the overhead of a certain item in the rendering process, and the total area represents the total rendering overhead in the game process. Figure 4 (a) is a rendering overhead diagram of a pipeline process without enabling the optimization of the embodiment (using an original rendering pipeline); Figure 4 (b) is a bandwidth overhead diagram of the post-processing process in the pipeline process without enabling the optimization of the embodiment (using an original rendering pipeline); Figure 4 (c) is a rendering overhead diagram of a pipeline process with the optimization of the embodiment; Figure 4 (d) is a bandwidth overhead diagram of the post-processing process with the optimization of the embodiment. Figure 4 (a) and Figure 4 In (c), when rendering is not performed according to the data processing method of the embodiment, the peak value of GPU overhead for rendering special effects is 1.0X, and when rendering is performed according to the data processing method of the embodiment, the peak value of GPU overhead for rendering special effects is 0.25x. It can be seen that the rendering overhead of the terminal device when rendering special effects can be greatly reduced. Meanwhile, referring to Figure 4 (b) and Figure 4 (d), the bandwidth overhead (such as the bandwidth overhead of the post-processing rendering node) when rendering special effects can also be greatly reduced. The total power consumption of the entire game session is greatly reduced. Through testing, compared with the standard special effect rendering, about 40% of the bandwidth overhead can be saved in a typical game, and the frame rate stability is greatly improved. Among them, Figure 5 (d), the effect rendering target is used to represent the calculation and resource consumption caused by using a rendering target to achieve a specific visual effect in the rendering process.
[0110] Corresponding to the data processing method provided in the embodiment of the application, the embodiment of the application further provides a data processing apparatus 300, as shown in the figure, the apparatus 300 comprises an acquisition unit 301, an adjustment unit 302 and a generation unit 303. Figure 6
[0111] The acquisition unit 301 is configured to acquire special effect resources to be rendered and original configuration information of an original rendering pipeline.
[0112] The adjustment unit 302 is configured to analyze resource characteristics of the special effect resources to be rendered, and adjust the original configuration information according to the resource characteristics to obtain target configuration information.
[0113] The generation unit 303 is configured to generate a target rendering pipeline according to the target configuration information.
[0114] Optionally, the adjusting unit 302 is specifically configured to start the target rendering node information in the original configuration information for realizing the additional performance effect corresponding to the preset demand mark in the resource feature of the special effect resource to be rendered, to obtain the target configuration information when it is detected that the resource feature of the special effect resource to be rendered corresponds to the preset demand mark.
[0115] Optionally, the adjusting unit 302 is specifically configured to close the target rendering node information in the original configuration information for realizing the additional performance effect corresponding to the preset demand mark, to obtain the target configuration information when it is detected that the resource feature of the special effect resource to be rendered does not include the preset demand mark.
[0116] Optionally, the device 300 further includes a display unit 304.
[0117] The display unit 304 is configured to render the special effect resource to be rendered through the target rendering pipeline, and display the special effect performance with the target effect on the display screen of the terminal device.
[0118] Optionally, the display unit 304 is specifically configured to render the special effect resource to be rendered through the target rendering pipeline in an off-screen rendering mode, and display the special effect performance with the target effect on the display screen of the terminal device.
[0119] Optionally, the target rendering pipeline includes an off-screen buffer and a screen frame buffer; and the display unit 304 is specifically configured to render the special effect resource to be rendered to the off-screen buffer through the target rendering pipeline, to generate special effect data in the off-screen buffer; and combine the special effect data in the off-screen buffer to the screen frame buffer, to display the special effect performance with the target effect on the display screen of the terminal device.
[0120] Optionally, the adjusting unit 302 is further configured to adjust the size of the off-screen buffer, to generate special effect data with a display resolution corresponding to the adjusted size.
[0121] Optionally, the adjusting unit 302 is further configured to close the target rendering node corresponding to the preset demand mark in the target rendering configuration information when the display time length of the additional performance effect corresponding to the preset demand mark reaches a preset time length.
[0122] Optionally, the preset demand mark includes a post-processing mark.
[0123] The adjusting unit 302 is further configured to enable post-processing node information in the original configuration information when it is detected that the resource feature of the special effect resource to be rendered corresponds to a post-processing mark; the post-processing node information is used to indicate that a post-processing node is added in the original rendering pipeline, and the post-processing node is used to perform a post-processing operation on the special effect resource rendered to an off-screen buffer.
[0124] Optionally, the preset requirement mark further includes a copy operation mark.
[0125] The adjusting unit 302 is further configured to enable copy node information corresponding to the copy operation mark in the original configuration information when it is detected that the resource feature of the special effect resource to be rendered corresponds to a copy operation mark; the copy node information is used to indicate that a copy operation node corresponding to the copy node information is enabled in the original rendering pipeline; and the copy operation node includes a depth information copy operation node and / or a color information copy operation node.
[0126] Corresponding to the data processing method provided in the embodiments of the present application, the embodiments of the present application further provide an electronic device for implementing the data processing method, as shown in The electronic device includes a processor 401 and a memory 402 for storing a program of the data processing method. After the device is powered on and the processor runs the program of the data processing method, the following steps are performed:
[0127] Obtaining a special effect resource to be rendered and original configuration information of an original rendering pipeline;
[0128] Parsing a resource feature of the special effect resource to be rendered, and adjusting the original configuration information according to the resource feature to obtain target configuration information;
[0129] Generating a target rendering pipeline according to the target configuration information.
[0130] Corresponding to the data processing method provided in the embodiments of the present application, the embodiments of the present application further provide a computer readable storage medium storing a program of the data processing method. The program is run by a processor to perform the following steps:
[0131] Obtaining a special effect resource to be rendered and original configuration information of an original rendering pipeline;
[0132] Parsing a resource feature of the special effect resource to be rendered, and adjusting the original configuration information according to the resource feature to obtain target configuration information;
[0133] Generating a target rendering pipeline according to the target configuration information.
[0134] It should be noted that the detailed description of the apparatus, electronic device and computer readable storage medium provided by the embodiments of the present application can refer to the related description of the data processing method provided by the embodiments of the present application, which will not be repeated here.
[0135] Although the present application is disclosed with the preferred embodiments, it is not intended to limit the present application, and any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application, so the protection scope of the present application should be subject to the scope defined by the claims of the present application.
[0136] In a typical configuration, the electronic device includes one or more processors (CPUs), input / output interfaces, network interfaces, and memory.
[0137] The memory can include non-persistent memory in the computer readable medium, random access memory (RAM), and / or non-volatile memory such as read-only memory (ROM) or flash memory (flash RAM). The memory is an example of computer readable media.
[0138] 1. The computer readable medium includes permanent and non-permanent, removable and non-removable media, which can be implemented by any method or technology to store information. The information can be computer readable operations, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassette, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information accessible by a computing device. According to the definition herein, computer readable media does not include transitory media, such as modulated data signals and carriers.
[0139] 2. Those skilled in the art should understand that the embodiments of the present application can be provided as a method, system or computer program product. Therefore, the present application can be in the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware aspects. Moreover, the present application can be in the form of a computer program product implemented on one or more computer usable storage media (including but not limited to magnetic disk storage, CD-ROM, optical storage, etc.) containing computer usable program code.
[0140] Although the present application is disclosed with reference to the preferred embodiments above, it is not intended to limit the present application, and any person skilled in the art who learns the present application can make possible changes and modifications without departing from the spirit and scope of the present application, and the protection scope of the present application should be defined by the scope of the claims of the present application.
Claims
1. A data processing method, characterized in that: The method comprises: Get the special effects resources to be rendered and the original configuration information of the original rendering pipeline; parsing resource features of the special effect resource to be rendered, and adjusting the original configuration information according to the resource features to obtain target configuration information; A target rendering pipeline is generated according to the target configuration information.
2. The method according to claim 1, characterized in that The adjusting the original configuration information according to the resource characteristics to obtain target configuration information includes: When it is detected that a preset requirement mark corresponds to the resource feature of the special effect resource to be rendered, the target rendering node information for realizing the additional rendering effect corresponding to the preset requirement mark in the original configuration information is opened to obtain the target configuration information.
3. The method according to claim 2, characterized in that The method further comprises: When it is detected that the resource characteristics of the special effect resource to be rendered do not include the preset requirement mark, the target rendering node information for realizing the additional rendering effect corresponding to the preset requirement mark in the original configuration information is closed to obtain the target configuration information.
4. The method according to any one of claims 1 to 3, characterized in that The method further comprises: The special effect resource to be rendered is rendered through the target rendering pipeline, and a special effect performance with a target effect is displayed on a display screen of a terminal device.
5. The method according to claim 4, characterized in that Rendering the special effect resource to be rendered through the target rendering pipeline and displaying the special effect performance with the target effect on the display screen of the terminal device includes: The special effect resource to be rendered is rendered by using the target rendering pipeline in an off-screen rendering manner, and a special effect performance with a target effect is displayed on a display screen of a terminal device.
6. The method according to claim 5, characterized in that The target rendering pipeline includes an off-screen buffer and a screen frame buffer; rendering the special effect resource to be rendered by the target rendering pipeline in an off-screen rendering manner, and displaying a special effect performance with a target effect on a display screen of a terminal device, includes: Rendering the special effect resource to be rendered to the off-screen buffer through the target rendering pipeline to generate special effect data in the off-screen buffer; The special effect data in the off-screen buffer is merged into the screen frame buffer to display a special effect performance with a target effect on the display screen of the terminal device.
7. The method according to claim 6, characterized in that The method further comprises: The size of the off-screen buffer is adjusted to generate special effect data having a display resolution corresponding to the adjusted size.
8. The method according to claim 2, characterized in that The method further comprises: When the display duration of the additional presentation effect corresponding to the preset requirement mark reaches a preset duration, the target rendering node corresponding to the preset requirement mark in the target rendering configuration information is closed.
9. The method according to claim 2, characterized in that The preset requirement mark includes a post-processing mark; when detecting that the resource feature of the special effect resource to be rendered corresponds to the preset requirement mark, opening the target rendering node information in the original configuration information for realizing the additional rendering effect corresponding to the preset requirement mark to obtain the target configuration information, including: When it is detected that a post-processing mark corresponds to the resource characteristics of the special effect resource to be rendered, the post-processing node information in the original configuration information is turned on; the post-processing node information is used to indicate the addition of a post-processing node in the original rendering pipeline, and the post-processing node is used to perform post-processing operations on the special effect resource rendered to the off-screen buffer.
10. The method according to claim 2, characterized in that The preset requirement mark also includes a copy operation mark; when detecting that the resource feature of the special effect resource to be rendered corresponds to the preset requirement mark, opening the target rendering node information in the original configuration information for implementing the additional rendering effect corresponding to the preset requirement mark to obtain the target configuration information, including: When it is detected that a copy operation mark corresponds to the resource feature of the special effect resource to be rendered, the copy node information corresponding to the copy operation mark in the original configuration information is turned on; the copy node information is used to indicate that the copy operation node corresponding to the copy node information is turned on in the original rendering pipeline; wherein, the copy operation node includes a depth information copy operation node and / or a color information copy operation node.
11. A data processing device, characterized in that: The device includes: an acquisition unit, an adjustment unit and a generation unit; An acquisition unit, used to obtain the special effect resources to be rendered and the original configuration information of the original rendering pipeline; an adjusting unit, configured to analyze resource characteristics of the special effect resource to be rendered, and adjust the original configuration information according to the resource characteristics to obtain target configuration information; A generating unit is configured to generate a target rendering pipeline according to the target configuration information.
12. An electronic device, characterized in that: include: processor; as well as The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method according to any one of claims 1 to 10 is executed.
13. A computer-readable storage medium, characterized in that A data processing program is stored, and the program is run by a processor to execute the method according to any one of claims 1 to 10.