static void UpdateOrAllocate(ref MeshHandle data, int vertexCount, int indexCount, UIRenderDevice device, out NativeSlice <Vertex> verts, out NativeSlice <UInt16> indices, out UInt16 indexOffset, ref ChainBuilderStats stats)
 {
     if (data != null)
     {
         // Try to fit within the existing allocation, optionally we can change the condition
         // to be an exact match of size to guarantee continuity in draw ranges
         if (data.allocVerts.size >= vertexCount && data.allocIndices.size >= indexCount)
         {
             device.Update(data, (uint)vertexCount, (uint)indexCount, out verts, out indices, out indexOffset);
             stats.updatedMeshAllocations++;
         }
         else
         {
             // Won't fit in the existing allocated region, free the current one
             device.Free(data);
             data = device.Allocate((uint)vertexCount, (uint)indexCount, out verts, out indices, out indexOffset);
             stats.newMeshAllocations++;
         }
     }
     else
     {
         data = device.Allocate((uint)vertexCount, (uint)indexCount, out verts, out indices, out indexOffset);
         stats.newMeshAllocations++;
     }
 }
        static unsafe void PrepareNudgeVertices(VisualElement ve, UIRenderDevice device, MeshHandle mesh, out IntPtr src, out IntPtr dst, out int count)
        {
            int vertCount = (int)mesh.allocVerts.size;
            NativeSlice <Vertex> oldVerts = mesh.allocPage.vertices.cpuData.Slice((int)mesh.allocVerts.start, vertCount);
            NativeSlice <Vertex> newVerts;

            device.Update(mesh, (uint)vertCount, out newVerts);

            src   = (IntPtr)oldVerts.GetUnsafePtr();
            dst   = (IntPtr)newVerts.GetUnsafePtr();
            count = vertCount;
        }
Exemple #3
0
        public void Begin(VisualElement ve, UIRenderDevice device)
        {
            Debug.Assert(ve.renderChainData.usesLegacyText && ve.renderChainData.textEntries.Count > 0);
            this.m_CurrentElement = ve;
            this.m_TextEntryIndex = 0;
            Alloc allocVerts           = ve.renderChainData.data.allocVerts;
            NativeSlice <Vertex> slice = ve.renderChainData.data.allocPage.vertices.cpuData.Slice((int)allocVerts.start, (int)allocVerts.size);

            device.Update(ve.renderChainData.data, ve.renderChainData.data.allocVerts.size, out this.m_MeshDataVerts);
            RenderChainTextEntry renderChainTextEntry = ve.renderChainData.textEntries[0];
            bool flag = ve.renderChainData.textEntries.Count > 1 || renderChainTextEntry.vertexCount != this.m_MeshDataVerts.Length;

            if (flag)
            {
                this.m_MeshDataVerts.CopyFrom(slice);
            }
            int firstVertex = renderChainTextEntry.firstVertex;

            this.m_XFormClipPages            = slice[firstVertex].xformClipPages;
            this.m_IDsFlags                  = slice[firstVertex].idsFlags;
            this.m_OpacityPagesSettingsIndex = slice[firstVertex].opacityPageSVGSettingIndex;
        }