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rename function names

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xingwei.zhu 5 年前
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5960a705
共有 2 个文件被更改,包括 10 次插入10 次删除
  1. 12
      Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_computebuffer_utils.cs
  2. 8
      Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_impl.cs

12
Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_computebuffer_utils.cs


public const int COMPUTE_BUFFER_MAX_ITEM_NUM = 1024 * 1024; // maxsize = 1M vertex/index
static void tryReleaseComputeBuffer() {
static void _releaseComputeBuffer() {
if (!CanvasShader.supportComputeBuffer) {
return;
}

_indexBuffer = null;
}
void initComputeBuffer() {
void _initComputeBuffer() {
var stride = Marshal.SizeOf(typeof(uiVertex));
var strideIndex = Marshal.SizeOf(typeof(int));
_computeBuffer = new ComputeBuffer(COMPUTE_BUFFER_MAX_ITEM_NUM, stride);

_indices = new List<int>();
}
void resetComputeBuffer() {
void _resetComputeBuffer() {
this.initComputeBuffer();
this._initComputeBuffer();
}
_vertices.Clear();

}
void bindComputeBuffer() {
void _bindComputeBuffer() {
if (!CanvasShader.supportComputeBuffer) return;
_computeBuffer.SetData(_vertices);

void addMeshToComputeBuffer(List<Vector3> vertex, List<Vector2> uv, List<int> triangles) {
void _addMeshToComputeBuffer(List<Vector3> vertex, List<Vector2> uv, List<int> triangles) {
if (!CanvasShader.supportComputeBuffer) return;
_startVertex = _vertices.Count;

8
Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_impl.cs


}
_instanceNum--;
tryReleaseComputeBuffer();
_releaseComputeBuffer();
}
public PictureFlusher(RenderTexture renderTexture, float devicePixelRatio, MeshPool meshPool) {

public void flush(uiPicture picture) {
this._reset();
this._resetRenderTextureId();
this.resetComputeBuffer();
this._resetComputeBuffer();
this._drawUIPicture(picture, false);

// this is necessary for webgl2. not sure why... just to be safe to disable the scissor.
cmdBuf.DisableScissorRect();
this.bindComputeBuffer();
this._bindComputeBuffer();
Graphics.ExecuteCommandBuffer(cmdBuf);
}

D.assert(mesh.vertices.Count > 0);
if (CanvasShader.supportComputeBuffer) {
this.addMeshToComputeBuffer(mesh.vertices?.data, mesh.uv?.data, mesh.triangles?.data);
this._addMeshToComputeBuffer(mesh.vertices?.data, mesh.uv?.data, mesh.triangles?.data);
cmd.properties.SetBuffer(CmdDraw.vertexBufferId, _computeBuffer);
cmd.properties.SetBuffer(CmdDraw.indexBufferId, _indexBuffer);
cmd.properties.SetInt(CmdDraw.startIndexId, _startIndex);

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