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using UnityEngine;
namespace Unity.UIWidgets.ui {
public partial class PictureFlusher {
internal abstract class RenderCmd : PoolObject {
public abstract void release();
}
internal class CmdLayer : RenderCmd {
public RenderLayer layer;
public CmdLayer() {
}
public override void clear() {
this.layer = null;
}
public static CmdLayer create(RenderLayer layer) {
CmdLayer newCmd = ObjectPool<CmdLayer>.alloc();
newCmd.layer = layer;
return newCmd;
}
public override void release() {
ObjectPool<CmdLayer>.release(this);
}
}
internal class CmdDraw : RenderCmd {
public uiMeshMesh mesh;
public TextBlobMesh textMesh;
public int pass;
public MaterialPropertyBlockWrapper properties;
public int? layerId;
public Material material;
public Image image; // just to keep a reference to avoid GC.
public Mesh meshObj;
public bool meshObjCreated;
public static readonly Matrix4x4 idMat = Matrix4x4.identity;
public static readonly Matrix3 idMat3 = Matrix3.I();
public static readonly int texId = Shader.PropertyToID("_tex");
public static readonly int matId = Shader.PropertyToID("_mat");
public static readonly int vertexBufferId = Shader.PropertyToID("databuffer");
public static readonly int indexBufferId = Shader.PropertyToID("indexbuffer");
public static readonly int startIndexId = Shader.PropertyToID("_startVertex");
public override void clear() {
ObjectPool<uiMeshMesh>.release(this.mesh);
ObjectPool<TextBlobMesh>.release(this.textMesh);
ObjectPool<MaterialPropertyBlockWrapper>.release(this.properties);
}
public CmdDraw() {
}
public static CmdDraw create(uiMeshMesh mesh = null, TextBlobMesh textMesh = null, int pass = 0,
MaterialPropertyBlockWrapper properties = null, int? layerId = null, Material material = null,
Image image = null, Mesh meshObj = null,
bool meshObjCreated = false) {
CmdDraw newCmd = ObjectPool<CmdDraw>.alloc();
newCmd.mesh = mesh;
newCmd.textMesh = textMesh;
newCmd.pass = pass;
newCmd.properties = properties;
newCmd.layerId = layerId;
newCmd.material = material;
newCmd.image = image;
newCmd.meshObj = meshObj;
newCmd.meshObjCreated = meshObjCreated;
return newCmd;
}
public override void release() {
ObjectPool<CmdDraw>.release(this);
}
}
internal class CmdScissor : RenderCmd {
public uiRect? deviceScissor;
public CmdScissor() {
}
public override void clear() {
this.deviceScissor = null;
}
public static CmdScissor create(uiRect? deviceScissor) {
CmdScissor newCmd = ObjectPool<CmdScissor>.alloc();
newCmd.deviceScissor = deviceScissor;
return newCmd;
}
public override void release() {
ObjectPool<CmdScissor>.release(this);
}
}
}
}