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306 行
10 KiB

using System;
using System.Collections.Generic;
using Unity.UIWidgets.editor;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.ui;
using UnityEngine;
using Canvas = Unity.UIWidgets.ui.Canvas;
using Rect = Unity.UIWidgets.ui.Rect;
namespace Unity.UIWidgets.flow {
public class RasterCacheResult {
public RasterCacheResult(Image image, Rect logicalRect, float devicePixelRatio) {
D.assert(image != null);
D.assert(logicalRect != null);
this.image = image;
this.logicalRect = logicalRect;
this.devicePixelRatio = devicePixelRatio;
}
public readonly Image image;
public readonly Rect logicalRect;
public readonly float devicePixelRatio;
public void draw(Canvas canvas) {
var boundRect = canvas.getTotalMatrix().mapRect(this.logicalRect);
var bounds = boundRect.withDevicePixelRatio(this.devicePixelRatio);
D.assert(() => {
var boundsInPixel = boundRect.roundOutScale(this.devicePixelRatio);
var textureWidth = Mathf.CeilToInt(boundsInPixel.width);
var textureHeight = Mathf.CeilToInt(boundsInPixel.height);
//it is possible that there is a minor difference between the bound size and the image size (1 pixel at
//most) due to the roundOut operation when calculating the bounds if the elements in the canvas transform
//is not all integer
D.assert(Mathf.Abs(this.image.width - textureWidth) <= 1);
D.assert(Mathf.Abs(this.image.height - textureHeight) <= 1);
return true;
});
canvas.save();
try {
canvas.resetMatrix();
canvas.drawImage(this.image, bounds.topLeft, new Paint());
}
finally {
canvas.restore();
}
}
}
class _RasterCacheKey : IEquatable<_RasterCacheKey> {
internal _RasterCacheKey(Picture picture, Matrix3 matrix, float devicePixelRatio, int antiAliasing) {
D.assert(picture != null);
D.assert(matrix != null);
this.picture = picture;
this.matrix = new Matrix3(matrix);
//This Assertion ensures that the transform of the given view matrix, i.e., dx, dy must be both integers in Skia.
//We disable it because in our PictureLayer.PreRoll and Paint function, we use alignToPixel() to align the view matrix
//before creating RasterCache which cannot meet this constraint due to the involved devicePixelRatio.
//Enable it when we find a way to fix this alignment issue
// D.assert(() => {
// var x = this.matrix[2] * devicePixelRatio;
// var y = this.matrix[5] * devicePixelRatio;
// this.matrix[2] = (x - (int) x) / devicePixelRatio; // x
// this.matrix[5] = (y - (int) y) / devicePixelRatio; // y
//
// D.assert(Mathf.Abs(this.matrix[2]) <= 1e-5);
// D.assert(Mathf.Abs(this.matrix[5]) <= 1e-5);
// return true;
// });
this.matrix[2] = 0.0f;
this.matrix[5] = 0.0f;
this.devicePixelRatio = devicePixelRatio;
this.antiAliasing = antiAliasing;
}
public readonly Picture picture;
public readonly Matrix3 matrix;
public readonly float devicePixelRatio;
public readonly int antiAliasing;
public bool Equals(_RasterCacheKey other) {
if (ReferenceEquals(null, other)) {
return false;
}
if (ReferenceEquals(this, other)) {
return true;
}
return Equals(this.picture, other.picture) &&
Equals(this.matrix, other.matrix) &&
this.devicePixelRatio.Equals(other.devicePixelRatio) &&
this.antiAliasing.Equals(other.antiAliasing);
}
public override bool Equals(object obj) {
if (ReferenceEquals(null, obj)) {
return false;
}
if (ReferenceEquals(this, obj)) {
return true;
}
if (obj.GetType() != this.GetType()) {
return false;
}
return this.Equals((_RasterCacheKey) obj);
}
public override int GetHashCode() {
unchecked {
var hashCode = (this.picture != null ? this.picture.GetHashCode() : 0);
hashCode = (hashCode * 397) ^ (this.matrix != null ? this.matrix.GetHashCode() : 0);
hashCode = (hashCode * 397) ^ this.devicePixelRatio.GetHashCode();
hashCode = (hashCode * 397) ^ this.antiAliasing.GetHashCode();
return hashCode;
}
}
public static bool operator ==(_RasterCacheKey left, _RasterCacheKey right) {
return Equals(left, right);
}
public static bool operator !=(_RasterCacheKey left, _RasterCacheKey right) {
return !Equals(left, right);
}
}
class _RasterCacheEntry {
public bool usedThisFrame = false;
public int accessCount = 0;
public RasterCacheResult image;
}
public class RasterCache {
public RasterCache(int threshold = 3) {
this.threshold = threshold;
this._cache = new Dictionary<_RasterCacheKey, _RasterCacheEntry>();
}
public readonly int threshold;
readonly Dictionary<_RasterCacheKey, _RasterCacheEntry> _cache;
MeshPool _meshPool;
public MeshPool meshPool {
set { this._meshPool = value; }
}
public RasterCacheResult getPrerolledImage(
Picture picture, Matrix3 transform, float devicePixelRatio, int antiAliasing, bool isComplex,
bool willChange) {
if (this.threshold == 0) {
return null;
}
if (!_isPictureWorthRasterizing(picture, isComplex, willChange)) {
return null;
}
if (!transform.invert(null)) {
return null;
}
_RasterCacheKey cacheKey = new _RasterCacheKey(picture, transform, devicePixelRatio, antiAliasing);
var entry = this._cache.putIfAbsent(cacheKey, () => new _RasterCacheEntry());
entry.accessCount = (entry.accessCount + 1).clamp(0, this.threshold);
entry.usedThisFrame = true;
if (entry.accessCount < this.threshold) {
return null;
}
if (entry.image == null) {
D.assert(this._meshPool != null);
entry.image =
this._rasterizePicture(picture, transform, devicePixelRatio, antiAliasing, this._meshPool);
}
return entry.image;
}
static bool _isPictureWorthRasterizing(Picture picture,
bool isComplex, bool willChange) {
if (willChange) {
return false;
}
if (!_canRasterizePicture(picture)) {
return false;
}
if (isComplex) {
return true;
}
return picture.drawCmds.Count > 10;
}
static bool _canRasterizePicture(Picture picture) {
if (picture == null) {
return false;
}
if (Window.instance.windowConfig.disableRasterCache) {
return false;
}
var bounds = picture.paintBounds;
if (bounds.isEmpty) {
return false;
}
if (!bounds.isFinite) {
return false;
}
if (picture.isDynamic) {
return false;
}
//https://forum.unity.com/threads/rendertexture-create-failed-rendertexture-too-big.58667/
if (picture.paintBounds.size.width > WindowConfig.MaxRasterImageSize ||
picture.paintBounds.size.height > WindowConfig.MaxRasterImageSize) {
return false;
}
return true;
}
RasterCacheResult _rasterizePicture(Picture picture, Matrix3 transform, float devicePixelRatio,
int antiAliasing, MeshPool meshPool) {
var boundRect = transform.mapRect(picture.paintBounds);
var bounds = boundRect.withDevicePixelRatio(devicePixelRatio);
var boundsInPixel = boundRect.roundOutScale(devicePixelRatio);
var desc = new RenderTextureDescriptor(
Mathf.CeilToInt(boundsInPixel.width),
Mathf.CeilToInt(boundsInPixel.height),
RenderTextureFormat.Default, 24) {
useMipMap = false,
autoGenerateMips = false,
};
if (antiAliasing != 0) {
desc.msaaSamples = antiAliasing;
}
var renderTexture = new RenderTexture(desc);
renderTexture.hideFlags = HideFlags.HideAndDontSave;
var canvas = new CommandBufferCanvas(renderTexture, devicePixelRatio, meshPool);
canvas.translate(-bounds.left, -bounds.top);
canvas.concat(transform);
canvas.drawPicture(picture);
canvas.flush();
canvas.dispose();
return new RasterCacheResult(new Image(renderTexture), picture.paintBounds, devicePixelRatio);
}
public void sweepAfterFrame() {
var dead = new List<KeyValuePair<_RasterCacheKey, _RasterCacheEntry>>();
foreach (var entry in this._cache) {
if (!entry.Value.usedThisFrame) {
dead.Add(entry);
}
else {
entry.Value.usedThisFrame = false;
}
}
foreach (var entry in dead) {
this._cache.Remove(entry.Key);
if (entry.Value.image != null) {
entry.Value.image.image.Dispose();
}
}
}
public void clear() {
foreach (var entry in this._cache) {
if (entry.Value.image != null) {
entry.Value.image.image.Dispose();
}
}
this._cache.Clear();
}
}
}