浏览代码

Disable filtering draw commands.

/main
Yuncong Zhang 5 年前
当前提交
3c970c5d
共有 9 个文件被更改,包括 32 次插入32 次删除
  1. 2
      Runtime/external/RTree.cs
  2. 2
      Runtime/external/SplayTree.cs
  3. 2
      Runtime/painting/gradient.cs
  4. 2
      Runtime/ui/painting/picture.cs
  5. 48
      Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_impl.cs
  6. 2
      Runtime/ui/renderer/common/picture.cs
  7. 2
      Runtime/ui/txt/paragraph.cs
  8. 2
      Runtime/widgets/list_wheel_scroll_view.cs
  9. 2
      Runtime/widgets/sliver.cs

2
Runtime/external/RTree.cs


using System.Linq;
using Unity.UIWidgets.ui;
namespace Unity.UIWidgets.Runtime.external
namespace Unity.UIWidgets.external
{
public interface ISpatialData
{

2
Runtime/external/SplayTree.cs


using System.Collections;
using System.Collections.Generic;
namespace Unity.UIWidgets.Runtime.external
namespace Unity.UIWidgets.external
{ class SplayTree<TKey, TValue> : IDictionary<TKey, TValue> where TKey : IComparable<TKey> {
SplayTreeNode root;
int count;

2
Runtime/painting/gradient.cs


using System.Collections.Generic;
using System.Linq;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.Runtime.external;
using Unity.UIWidgets.external;
using Unity.UIWidgets.ui;
using UnityEngine;
using Color = Unity.UIWidgets.ui.Color;

2
Runtime/ui/painting/picture.cs


using System;
using System.Collections.Generic;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.Runtime.external;
using Unity.UIWidgets.external;
namespace Unity.UIWidgets.ui {
public class Picture {

48
Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_impl.cs


using System.Collections.Generic;
using System.Linq;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.Runtime.external;
using Unity.UIWidgets.external;
using UnityEngine;
using UnityEngine.Rendering;

.mapRect(this._currentLayer.layerBounds) ??
this._currentLayer.layerBounds;
if (!uiRectHelper.contains(queryBound, uiRectHelper.fromRect(picture.paintBounds).Value)) {
var indices = picture.bbh.Search(queryBound).Select(bound => bound.index);
List<int> cmdIndices = indices.ToList();
cmdIndices.AddRange(picture.stateUpdatesIndices);
cmdIndices.Sort();
drawCmds = new List<DrawCmd>();
for (int i = 0; i < cmdIndices.Count; i++) {
drawCmds.Add(picture.drawCmds[cmdIndices[i]]);
}
}
// if (!uiRectHelper.contains(queryBound, uiRectHelper.fromRect(picture.paintBounds).Value)) {
// var indices = picture.bbh.Search(queryBound).Select(bound => bound.index);
// List<int> cmdIndices = indices.ToList();
// cmdIndices.AddRange(picture.stateUpdatesIndices);
// cmdIndices.Sort();
// drawCmds = new List<DrawCmd>();
// for (int i = 0; i < cmdIndices.Count; i++) {
// drawCmds.Add(picture.drawCmds[cmdIndices[i]]);
// }
// }
foreach (var drawCmd in drawCmds) {
switch (drawCmd) {

.mapRect(this._currentLayer.layerBounds) ??
this._currentLayer.layerBounds;
if (!uiRectHelper.contains(queryBound, picture.paintBounds)) {
var indices = picture.bbh.Search(queryBound).Select(bound => bound.index);
List<int> cmdIndices = indices.ToList();
cmdIndices.Capacity += picture.stateUpdatesIndices.Count;
for (int i = 0; i < picture.stateUpdatesIndices.Count; i++) {
cmdIndices.Add(picture.stateUpdatesIndices[i]);
}
cmdIndices.Sort();
drawCmds = new List<uiDrawCmd>();
for (int i = 0; i < cmdIndices.Count; i++) {
drawCmds.Add(picture.drawCmds[cmdIndices[i]]);
}
}
// if (!uiRectHelper.contains(queryBound, picture.paintBounds)) {
// var indices = picture.bbh.Search(queryBound).Select(bound => bound.index);
// List<int> cmdIndices = indices.ToList();
// cmdIndices.Capacity += picture.stateUpdatesIndices.Count;
// for (int i = 0; i < picture.stateUpdatesIndices.Count; i++) {
// cmdIndices.Add(picture.stateUpdatesIndices[i]);
// }
// cmdIndices.Sort();
// drawCmds = new List<uiDrawCmd>();
// for (int i = 0; i < cmdIndices.Count; i++) {
// drawCmds.Add(picture.drawCmds[cmdIndices[i]]);
// }
// }
foreach (var drawCmd in drawCmds) {
switch (drawCmd) {

2
Runtime/ui/renderer/common/picture.cs


using System;
using System.Collections.Generic;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.Runtime.external;
using Unity.UIWidgets.external;
namespace Unity.UIWidgets.ui {
public class uiPicture : PoolObject {

2
Runtime/ui/txt/paragraph.cs


using System;
using System.Collections.Generic;
using Unity.UIWidgets.foundation;
using Unity.UIWidgets.Runtime.external;
using Unity.UIWidgets.external;
using UnityEngine;
namespace Unity.UIWidgets.ui {

2
Runtime/widgets/list_wheel_scroll_view.cs


using Unity.UIWidgets.painting;
using Unity.UIWidgets.physics;
using Unity.UIWidgets.rendering;
using Unity.UIWidgets.Runtime.external;
using Unity.UIWidgets.external;
using Unity.UIWidgets.scheduler;
using Unity.UIWidgets.ui;
using UnityEngine;

2
Runtime/widgets/sliver.cs


using Unity.UIWidgets.foundation;
using Unity.UIWidgets.painting;
using Unity.UIWidgets.rendering;
using Unity.UIWidgets.Runtime.external;
using Unity.UIWidgets.external;
using Unity.UIWidgets.ui;
namespace Unity.UIWidgets.widgets {

正在加载...
取消
保存