void ConstructShaderInfoAllocator() { m_ShaderInfoAllocator = new UIRVEShaderInfoAllocator(); m_ShaderInfoAllocator.Construct(); m_FullOpacityShaderInfo = m_ShaderInfoAllocator.Allocate(atlasManager); m_FullOpacityShaderInfo.owned = 0; // This will be never freed and is marked specially with 0 if (m_FullOpacityShaderInfo.IsValid()) { atlasManager.EnqueueBlit(UIRenderDevice.whiteTexel, m_FullOpacityShaderInfo.x, m_FullOpacityShaderInfo.y, false, Color.white); } }
internal void FreeShaderInfo(UIRVEShaderInfoAllocator.Allocation alloc) { m_ShaderInfoAllocator.Free(alloc); }