public unsafe static UIRStylePainter.ClosingInfo PaintElement(RenderChain renderChain, VisualElement ve, ref ChainBuilderStats stats) { var device = renderChain.device; var isClippingWithStencil = ve.renderChainData.clipMethod == ClipMethod.Stencil; var isClippingWithScissors = ve.renderChainData.clipMethod == ClipMethod.Scissor; var isGroup = (ve.renderHints & RenderHints.GroupTransform) != 0; // Groups need to push view and scissors if ((UIRUtility.IsElementSelfHidden(ve) && !isClippingWithStencil && !isClippingWithScissors && !isGroup) || ve.renderChainData.isHierarchyHidden) { if (ve.renderChainData.data != null) { device.Free(ve.renderChainData.data); ve.renderChainData.data = null; } if (ve.renderChainData.firstCommand != null) { ResetCommands(renderChain, ve); } renderChain.ResetTextures(ve); return(new UIRStylePainter.ClosingInfo()); } // Retain our command insertion points if possible, to avoid paying the cost of finding them again RenderChainCommand oldCmdPrev = ve.renderChainData.firstCommand?.prev; RenderChainCommand oldCmdNext = ve.renderChainData.lastCommand?.next; RenderChainCommand oldClosingCmdPrev, oldClosingCmdNext; bool commandsAndClosingCommandsWereConsecutive = (ve.renderChainData.firstClosingCommand != null) && (oldCmdNext == ve.renderChainData.firstClosingCommand); if (commandsAndClosingCommandsWereConsecutive) { oldCmdNext = ve.renderChainData.lastClosingCommand.next; oldClosingCmdPrev = oldClosingCmdNext = null; } else { oldClosingCmdPrev = ve.renderChainData.firstClosingCommand?.prev; oldClosingCmdNext = ve.renderChainData.lastClosingCommand?.next; } Debug.Assert(oldCmdPrev?.owner != ve); Debug.Assert(oldCmdNext?.owner != ve); Debug.Assert(oldClosingCmdPrev?.owner != ve); Debug.Assert(oldClosingCmdNext?.owner != ve); ResetCommands(renderChain, ve); renderChain.ResetTextures(ve); k_GenerateEntries.Begin(); var painter = renderChain.painter; painter.Begin(ve); if (ve.visible) { painter.DrawVisualElementBackground(); painter.DrawVisualElementBorder(); painter.ApplyVisualElementClipping(); InvokeGenerateVisualContent(ve, painter.meshGenerationContext); } else { // Even though the element hidden, we still have to push the stencil shape or setup the scissors in case any children are visible. if (isClippingWithScissors || isClippingWithStencil) { painter.ApplyVisualElementClipping(); } } k_GenerateEntries.End(); MeshHandle data = ve.renderChainData.data; if (painter.totalVertices > device.maxVerticesPerPage) { Debug.LogError($"A {nameof(VisualElement)} must not allocate more than {device.maxVerticesPerPage } vertices."); if (data != null) { device.Free(data); data = null; } renderChain.ResetTextures(ve); // Restart without drawing anything. painter.Reset(); painter.Begin(ve); } // Convert entries to commands. var entries = painter.entries; if (entries.Count > 0) { NativeSlice <Vertex> verts = new NativeSlice <Vertex>(); NativeSlice <UInt16> indices = new NativeSlice <UInt16>(); UInt16 indexOffset = 0; if (painter.totalVertices > 0) { UpdateOrAllocate(ref data, painter.totalVertices, painter.totalIndices, device, out verts, out indices, out indexOffset, ref stats); } int vertsFilled = 0, indicesFilled = 0; RenderChainCommand cmdPrev = oldCmdPrev, cmdNext = oldCmdNext; if (oldCmdPrev == null && oldCmdNext == null) { FindCommandInsertionPoint(ve, out cmdPrev, out cmdNext); } // Vertex data, lazily computed bool vertexDataComputed = false; Matrix4x4 transform = Matrix4x4.identity; Color32 xformClipPages = new Color32(0, 0, 0, 0); Color32 ids = new Color32(0, 0, 0, 0); Color32 addFlags = new Color32(0, 0, 0, 0); Color32 opacityPage = new Color32(0, 0, 0, 0); Color32 textCoreSettingsPage = new Color32(0, 0, 0, 0); k_ConvertEntriesToCommandsMarker.Begin(); int firstDisplacementUV = -1, lastDisplacementUVPlus1 = -1; foreach (var entry in painter.entries) { if (entry.vertices.Length > 0 && entry.indices.Length > 0) { if (!vertexDataComputed) { vertexDataComputed = true; GetVerticesTransformInfo(ve, out transform); ve.renderChainData.verticesSpace = transform; // This is the space for the generated vertices below } Color32 transformData = renderChain.shaderInfoAllocator.TransformAllocToVertexData(ve.renderChainData.transformID); Color32 opacityData = renderChain.shaderInfoAllocator.OpacityAllocToVertexData(ve.renderChainData.opacityID); Color32 textCoreSettingsData = renderChain.shaderInfoAllocator.TextCoreSettingsToVertexData(ve.renderChainData.textCoreSettingsID); xformClipPages.r = transformData.r; xformClipPages.g = transformData.g; ids.r = transformData.b; opacityPage.r = opacityData.r; opacityPage.g = opacityData.g; ids.b = opacityData.b; if (entry.isTextEntry) { // It's important to avoid writing these values when the vertices aren't for text, // as these settings are shared with the vector graphics gradients. // The same applies to the CopyTransformVertsPos* methods below. textCoreSettingsPage.r = textCoreSettingsData.r; textCoreSettingsPage.g = textCoreSettingsData.g; ids.a = textCoreSettingsData.b; } Color32 clipRectData = renderChain.shaderInfoAllocator.ClipRectAllocToVertexData(entry.clipRectID); xformClipPages.b = clipRectData.r; xformClipPages.a = clipRectData.g; ids.g = clipRectData.b; addFlags.r = (byte)entry.addFlags; float textureId = entry.texture.ConvertToGpu(); // Copy vertices, transforming them as necessary var targetVerticesSlice = verts.Slice(vertsFilled, entry.vertices.Length); if (entry.uvIsDisplacement) { if (firstDisplacementUV < 0) { firstDisplacementUV = vertsFilled; lastDisplacementUVPlus1 = vertsFilled + entry.vertices.Length; } else if (lastDisplacementUVPlus1 == vertsFilled) { lastDisplacementUVPlus1 += entry.vertices.Length; } else { ve.renderChainData.disableNudging = true; // Disjoint displacement UV entries, we can't keep track of them, so disable nudging optimization altogether } } int entryIndexCount = entry.indices.Length; int entryIndexOffset = vertsFilled + indexOffset; var targetIndicesSlice = indices.Slice(indicesFilled, entryIndexCount); bool shapeWindingIsClockwise = UIRUtility.ShapeWindingIsClockwise(entry.maskDepth, entry.stencilRef); bool transformFlipsWinding = ve.renderChainData.worldFlipsWinding; var job = new ConvertMeshJobData { vertSrc = (IntPtr)entry.vertices.GetUnsafePtr(), vertDst = (IntPtr)targetVerticesSlice.GetUnsafePtr(), vertCount = targetVerticesSlice.Length, transform = transform, transformUVs = entry.uvIsDisplacement ? 1 : 0, xformClipPages = xformClipPages, ids = ids, addFlags = addFlags, opacityPage = opacityPage, textCoreSettingsPage = textCoreSettingsPage, isText = entry.isTextEntry ? 1 : 0, textureId = textureId, indexSrc = (IntPtr)entry.indices.GetUnsafePtr(), indexDst = (IntPtr)targetIndicesSlice.GetUnsafePtr(), indexCount = targetIndicesSlice.Length, indexOffset = entryIndexOffset, flipIndices = shapeWindingIsClockwise == transformFlipsWinding ? 1 : 0 }; renderChain.jobManager.Add(ref job); if (entry.isClipRegisterEntry) { painter.LandClipRegisterMesh(targetVerticesSlice, targetIndicesSlice, entryIndexOffset); } var cmd = InjectMeshDrawCommand(renderChain, ve, ref cmdPrev, ref cmdNext, data, entryIndexCount, indicesFilled, entry.material, entry.texture, entry.stencilRef); if (entry.isTextEntry) { // Set font atlas texture gradient scale cmd.state.sdfScale = entry.fontTexSDFScale; } vertsFilled += entry.vertices.Length; indicesFilled += entryIndexCount; } else if (entry.customCommand != null) { InjectCommandInBetween(renderChain, entry.customCommand, ref cmdPrev, ref cmdNext); } else { Debug.Assert(false); // Unable to determine what kind of command to generate here } } if (!ve.renderChainData.disableNudging && (firstDisplacementUV >= 0)) { ve.renderChainData.displacementUVStart = firstDisplacementUV; ve.renderChainData.displacementUVEnd = lastDisplacementUVPlus1; } k_ConvertEntriesToCommandsMarker.End(); } else if (data != null) { device.Free(data); data = null; } ve.renderChainData.data = data; if (painter.closingInfo.clipperRegisterIndices.Length == 0 && ve.renderChainData.closingData != null) { // No more closing data needed, so free it now device.Free(ve.renderChainData.closingData); ve.renderChainData.closingData = null; } if (painter.closingInfo.needsClosing) { k_GenerateClosingCommandsMarker.Begin(); RenderChainCommand cmdPrev = oldClosingCmdPrev, cmdNext = oldClosingCmdNext; if (commandsAndClosingCommandsWereConsecutive) { cmdPrev = ve.renderChainData.lastCommand; cmdNext = cmdPrev.next; } else if (cmdPrev == null && cmdNext == null) { FindClosingCommandInsertionPoint(ve, out cmdPrev, out cmdNext); } if (painter.closingInfo.PopDefaultMaterial) { var cmd = renderChain.AllocCommand(); cmd.type = CommandType.PopDefaultMaterial; cmd.closing = true; cmd.owner = ve; InjectClosingCommandInBetween(renderChain, cmd, ref cmdPrev, ref cmdNext); } if (painter.closingInfo.blitAndPopRenderTexture) { { var cmd = renderChain.AllocCommand(); cmd.type = CommandType.BlitToPreviousRT; cmd.closing = true; cmd.owner = ve; cmd.state.material = GetBlitMaterial(ve.subRenderTargetMode); Debug.Assert(cmd.state.material != null); InjectClosingCommandInBetween(renderChain, cmd, ref cmdPrev, ref cmdNext); } { var cmd = renderChain.AllocCommand(); cmd.type = CommandType.PopRenderTexture; cmd.closing = true; cmd.owner = ve; InjectClosingCommandInBetween(renderChain, cmd, ref cmdPrev, ref cmdNext); } } if (painter.closingInfo.clipperRegisterIndices.Length > 0) { var cmd = InjectClosingMeshDrawCommand(renderChain, ve, ref cmdPrev, ref cmdNext, null, 0, 0, null, TextureId.invalid, painter.closingInfo.maskStencilRef); painter.LandClipUnregisterMeshDrawCommand(cmd); // Placeholder command that will be filled actually later } if (painter.closingInfo.popViewMatrix) { var cmd = renderChain.AllocCommand(); cmd.type = CommandType.PopView; cmd.closing = true; cmd.owner = ve; InjectClosingCommandInBetween(renderChain, cmd, ref cmdPrev, ref cmdNext); } if (painter.closingInfo.popScissorClip) { var cmd = renderChain.AllocCommand(); cmd.type = CommandType.PopScissor; cmd.closing = true; cmd.owner = ve; InjectClosingCommandInBetween(renderChain, cmd, ref cmdPrev, ref cmdNext); } k_GenerateClosingCommandsMarker.End(); } // When we have a closing mesh, we must have an opening mesh. At least we assumed where we decide // whether we must nudge or not: we only test whether the opening mesh is non-null. Debug.Assert(ve.renderChainData.closingData == null || ve.renderChainData.data != null); var closingInfo = painter.closingInfo; painter.Reset(); return(closingInfo); }
internal void ExecuteNonDrawMesh(DrawParams drawParams, float pixelsPerPoint, ref Exception immediateException) { switch (type) { case CommandType.ImmediateCull: { RectInt worldRect = RectPointsToPixelsAndFlipYAxis(owner.worldBound, pixelsPerPoint); if (!worldRect.Overlaps(Utility.GetActiveViewport())) { break; } // Element isn't culled, follow through the normal immediate callback procedure goto case CommandType.Immediate; } case CommandType.Immediate: { if (immediateException != null) { break; } s_ImmediateOverheadMarker.Begin(); Matrix4x4 oldProjection = Utility.GetUnityProjectionMatrix(); Camera oldCamera = Camera.current; RenderTexture oldRT = RenderTexture.active; bool hasScissor = drawParams.scissor.Count > 1; // We always expect the "unbound" scissor rectangle to exists if (hasScissor) { Utility.DisableScissor(); // Disable scissor since most IMGUI code assume it's inactive } using (new GUIClip.ParentClipScope(owner.worldTransform, owner.worldClip)) { s_ImmediateOverheadMarker.End(); try { callback(); } catch (Exception e) { immediateException = e; } s_ImmediateOverheadMarker.Begin(); } Camera.SetupCurrent(oldCamera); RenderTexture.active = oldRT; GL.modelview = drawParams.view.Peek().transform; GL.LoadProjectionMatrix(oldProjection); if (hasScissor) { Utility.SetScissorRect(RectPointsToPixelsAndFlipYAxis(drawParams.scissor.Peek(), pixelsPerPoint)); } s_ImmediateOverheadMarker.End(); break; } case CommandType.PushView: var parent = owner.hierarchy.parent; Vector4 clipRect; if (parent != null) { clipRect = RectToClipSpace(parent.worldClip); } else { clipRect = UIRUtility.ToVector4(DrawParams.k_FullNormalizedRect); } var vt = new ViewTransform() { transform = owner.worldTransform, clipRect = clipRect }; drawParams.view.Push(vt); GL.modelview = vt.transform; break; case CommandType.PopView: drawParams.view.Pop(); GL.modelview = drawParams.view.Peek().transform; break; case CommandType.PushScissor: Rect elemRect = CombineScissorRects(owner.worldClip, drawParams.scissor.Peek()); drawParams.scissor.Push(elemRect); Utility.SetScissorRect(RectPointsToPixelsAndFlipYAxis(elemRect, pixelsPerPoint)); break; case CommandType.PopScissor: drawParams.scissor.Pop(); Rect prevRect = drawParams.scissor.Peek(); if (prevRect.x == DrawParams.k_UnlimitedRect.x) { Utility.DisableScissor(); } else { Utility.SetScissorRect(RectPointsToPixelsAndFlipYAxis(prevRect, pixelsPerPoint)); } break; case CommandType.PushRenderTexture: { RectInt viewport = Utility.GetActiveViewport(); RenderTexture rt = RenderTexture.GetTemporary(viewport.width, viewport.height, 24, RenderTextureFormat.ARGBHalf); RenderTexture.active = rt; GL.Clear(true, true, new Color(0, 0, 0, 0), UIRUtility.k_ClearZ); drawParams.renderTexture.Add(RenderTexture.active); break; } case CommandType.PopRenderTexture: { int index = drawParams.renderTexture.Count - 1; Debug.Assert(index > 0); //Check that we have something to pop, We should never pop the last(original)one // Only supported use case for now is to do a blit befor the pop. // This should set the active RenderTexture to index-1 and we should not have this warning. Debug.Assert(drawParams.renderTexture[index - 1] == RenderTexture.active, "Content of previous render texture was probably not blitted"); var rt = drawParams.renderTexture[index]; if (rt != null) { RenderTexture.ReleaseTemporary(rt); } drawParams.renderTexture.RemoveAt(index); } break; case CommandType.BlitToPreviousRT: { // Currently the command only blit to the previous RT, but this could be expanded if we use // indexCount and indexOffset to point to specific indices in the renderTextureBuffer. // The main difficulty is to memorize the current renderTexture depth to get the indices in the RenderChain // as we can edit the stack in the middle and that would requires rewriting previous/ subsequent commands //Also, there is currently no way to have a permanently assigned rt to be used as cache. var source = drawParams.renderTexture[drawParams.renderTexture.Count - 1]; var destination = drawParams.renderTexture[drawParams.renderTexture.Count - 2]; // Note: Graphics.Blit set the arctive RT => RT is not restored and it is expected to be chaged before PopRenderTexture //TODO check blit code for other side effect Debug.Assert(source == RenderTexture.active, "Unexpected render target change: Current renderTarget is not the one on the top of the stack"); //The following lines are equivalent to //Graphics.Blit(source, destination, state.material); //except the vertex are at the specified depth Blit(source, destination, UIRUtility.k_MeshPosZ); } break; //Logic of both command is entirely in UIRenderDevice as it need access to the local variable defaultMat case CommandType.PushDefaultMaterial: break; case CommandType.PopDefaultMaterial: break; } }
static Row[] BuildRowArray(int maxRowHeight, int rowHeightBias) { int n = UIRUtility.GetNextPow2Exp(maxRowHeight - rowHeightBias) + 1; return(new Row[n]); }