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96 行
2.8 KiB

using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
namespace Unity.UIWidgets.ui {
public partial class PictureFlusher {
struct uiVertex
{
public Vector2 position;
public Vector2 uv;
}
ComputeBuffer _computeBuffer;
List<uiVertex> _vertices;
ComputeBuffer _indexBuffer;
List<int> _indices;
int _startVertex;
int _startIndex;
public const int COMPUTE_BUFFER_MAX_ITEM_NUM = 1024 * 1024; // maxsize = 1M vertex/index
bool supportComputeBuffer {
get { return CanvasShader.supportComputeBuffer; }
}
void _releaseComputeBuffer() {
if (!this.supportComputeBuffer) {
return;
}
if (this._computeBuffer == null) {
return;
}
this._computeBuffer.Dispose();
this._indexBuffer.Dispose();
this._vertices = null;
this._indices = null;
this._computeBuffer = null;
this._indexBuffer = null;
}
void _initComputeBuffer() {
var stride = Marshal.SizeOf(typeof(uiVertex));
var strideIndex = Marshal.SizeOf(typeof(int));
this._computeBuffer = new ComputeBuffer(COMPUTE_BUFFER_MAX_ITEM_NUM, stride);
this._vertices = new List<uiVertex>();
this._indexBuffer = new ComputeBuffer(COMPUTE_BUFFER_MAX_ITEM_NUM, strideIndex);
this._indices = new List<int>();
}
void _resetComputeBuffer() {
if (!this.supportComputeBuffer) return;
if (this._computeBuffer == null) {
this._initComputeBuffer();
}
this._vertices.Clear();
this._indices.Clear();
this._startVertex = 0;
this._startIndex = 0;
}
void _bindComputeBuffer() {
if (!this.supportComputeBuffer) return;
this._computeBuffer.SetData(this._vertices);
this._indexBuffer.SetData(this._indices);
}
void _addMeshToComputeBuffer(List<Vector3> vertex, List<Vector2> uv, List<int> triangles) {
if (!this.supportComputeBuffer) return;
this._startVertex = this._vertices.Count;
this._startIndex = this._indices.Count;
var hasUv = uv != null;
for (int i = 0; i < vertex.Count; i++) {
this._vertices.Add(new uiVertex {
position = new Vector2(vertex[i].x, vertex[i].y),
uv = hasUv ? uv[i] : Vector2.zero
});
}
foreach (var triangleId in triangles) {
this._indices.Add(triangleId + this._startVertex);
}
}
}
}