private void Unregister(VectorImage vi, VectorImageRenderInfo renderInfo)
        {
            VectorImageManager.s_MarkerUnregister.Begin();
            bool flag = renderInfo.gradientSettingsAlloc.size > 0u;

            if (flag)
            {
                this.m_GradientSettingsAtlas.Remove(renderInfo.gradientSettingsAlloc);
            }
            GradientRemap next;

            for (GradientRemap gradientRemap = renderInfo.firstGradientRemap; gradientRemap != null; gradientRemap = next)
            {
                next = gradientRemap.next;
                this.m_GradientRemapPool.Return(gradientRemap);
            }
            this.m_Registered.Remove(vi);
            this.m_RenderInfoPool.Return(renderInfo);
            VectorImageManager.s_MarkerUnregister.End();
        }
Exemplo n.º 2
0
        void Unregister(VectorImage vi, VectorImageRenderInfo renderInfo)
        {
            s_MarkerUnregister.Begin();

            if (renderInfo.gradientSettingsAlloc.size > 0)
            {
                m_GradientSettingsAtlas.Remove(renderInfo.gradientSettingsAlloc);
            }

            GradientRemap remap = renderInfo.firstGradientRemap;

            while (remap != null)
            {
                GradientRemap next = remap.next;
                m_GradientRemapPool.Return(remap);
                remap = next;
            }

            m_Registered.Remove(vi);
            m_RenderInfoPool.Return(renderInfo);

            s_MarkerUnregister.End();
        }
Exemplo n.º 3
0
        VectorImageRenderInfo Register(VectorImage vi, VisualElement context)
        {
            s_MarkerRegister.Begin();

            VectorImageRenderInfo renderInfo = m_RenderInfoPool.Get();

            renderInfo.useCount = 1;
            m_Registered[vi]    = renderInfo;

            if (vi.settings?.Length > 0)
            {
                // We first attempt to allocate into the gradient settings atlas since it supports deallocation.
                int   gradientCount = vi.settings.Length;
                Alloc alloc         = m_GradientSettingsAtlas.Add(gradientCount);
                if (alloc.size > 0)
                {
                    // Then attempt to allocate in the texture atlas.
                    // TODO: Once the atlas actually processes returns, we should call it at some point.
                    if (m_Atlas.TryGetAtlas(context, vi.atlas, out TextureId atlasId, out RectInt uvs))
                    {
                        // Remap.
                        GradientRemap previous = null;
                        for (int i = 0; i < gradientCount; ++i)
                        {
                            // Chain.
                            GradientRemap current = m_GradientRemapPool.Get();
                            if (i > 0)
                            {
                                previous.next = current;
                            }
                            else
                            {
                                renderInfo.firstGradientRemap = current;
                            }
                            previous = current;

                            // Remap the index.
                            current.origIndex = i;
                            current.destIndex = (int)alloc.start + i;

                            // Remap the rect.
                            GradientSettings gradient = vi.settings[i];
                            RectInt          location = gradient.location;
                            location.x      += uvs.x;
                            location.y      += uvs.y;
                            current.location = location;
                            current.atlas    = atlasId;
                        }

                        // Write into the previously allocated gradient settings now that we are sure to use it.
                        m_GradientSettingsAtlas.Write(alloc, vi.settings, renderInfo.firstGradientRemap);
                    }
                    else
                    {
                        // If the texture atlas didn't fit, keep it as a standalone custom texture, only need to remap the setting indices
                        GradientRemap previous = null;
                        for (int i = 0; i < gradientCount; ++i)
                        {
                            GradientRemap current = m_GradientRemapPool.Get();
                            if (i > 0)
                            {
                                previous.next = current;
                            }
                            else
                            {
                                renderInfo.firstGradientRemap = current;
                            }
                            previous = current;

                            current.origIndex = i;
                            current.destIndex = (int)alloc.start + i;
                            current.atlas     = TextureId.invalid;
                        }

                        m_GradientSettingsAtlas.Write(alloc, vi.settings, null);
                    }
                }
                else
                {
                    if (!m_LoggedExhaustedSettingsAtlas)
                    {
                        Debug.LogError("Exhausted max gradient settings (" + m_GradientSettingsAtlas.length + ") for atlas: " + m_GradientSettingsAtlas.atlas?.name);
                        m_LoggedExhaustedSettingsAtlas = true;
                    }
                }
            }
        private VectorImageRenderInfo Register(VectorImage vi)
        {
            VectorImageManager.s_MarkerRegister.Begin();
            VectorImageRenderInfo vectorImageRenderInfo = this.m_RenderInfoPool.Get();

            vectorImageRenderInfo.useCount = 1;
            this.m_Registered[vi]          = vectorImageRenderInfo;
            GradientSettings[] expr_33 = vi.settings;
            bool flag = expr_33 != null && expr_33.Length != 0;

            if (flag)
            {
                int   num   = vi.settings.Length;
                Alloc alloc = this.m_GradientSettingsAtlas.Add(num);
                bool  flag2 = alloc.size > 0u;
                if (flag2)
                {
                    RectInt rectInt;
                    bool    flag3 = this.m_AtlasManager.TryGetLocation(vi.atlas, out rectInt);
                    if (flag3)
                    {
                        GradientRemap gradientRemap = null;
                        for (int i = 0; i < num; i++)
                        {
                            GradientRemap gradientRemap2 = this.m_GradientRemapPool.Get();
                            bool          flag4          = i > 0;
                            if (flag4)
                            {
                                gradientRemap.next = gradientRemap2;
                            }
                            else
                            {
                                vectorImageRenderInfo.firstGradientRemap = gradientRemap2;
                            }
                            gradientRemap            = gradientRemap2;
                            gradientRemap2.origIndex = i;
                            gradientRemap2.destIndex = (int)(alloc.start + (uint)i);
                            GradientSettings gradientSettings = vi.settings[i];
                            RectInt          location         = gradientSettings.location;
                            location.x += rectInt.x;
                            location.y += rectInt.y;
                            gradientRemap2.location   = location;
                            gradientRemap2.isAtlassed = true;
                        }
                        this.m_GradientSettingsAtlas.Write(alloc, vi.settings, vectorImageRenderInfo.firstGradientRemap);
                    }
                    else
                    {
                        GradientRemap gradientRemap3 = null;
                        for (int j = 0; j < num; j++)
                        {
                            GradientRemap gradientRemap4 = this.m_GradientRemapPool.Get();
                            bool          flag5          = j > 0;
                            if (flag5)
                            {
                                gradientRemap3.next = gradientRemap4;
                            }
                            else
                            {
                                vectorImageRenderInfo.firstGradientRemap = gradientRemap4;
                            }
                            gradientRemap3            = gradientRemap4;
                            gradientRemap4.origIndex  = j;
                            gradientRemap4.destIndex  = (int)(alloc.start + (uint)j);
                            gradientRemap4.isAtlassed = false;
                        }
                        this.m_GradientSettingsAtlas.Write(alloc, vi.settings, null);
                    }
                }
                else
                {
                    bool flag6 = !this.m_LoggedExhaustedSettingsAtlas;
                    if (flag6)
                    {
                        string    arg_233_0 = "Exhausted max gradient settings (";
                        string    arg_233_1 = this.m_GradientSettingsAtlas.length.ToString();
                        string    arg_233_2 = ") for atlas: ";
                        Texture2D expr_227  = this.m_GradientSettingsAtlas.atlas;
                        Debug.LogError(arg_233_0 + arg_233_1 + arg_233_2 + ((expr_227 != null) ? expr_227.name : null));
                        this.m_LoggedExhaustedSettingsAtlas = true;
                    }
                }
            }
            VectorImageManager.s_MarkerRegister.End();
            return(vectorImageRenderInfo);
        }
Exemplo n.º 5
0
        VectorImageRenderInfo Register(VectorImage vi)
        {
            k_RegisterSampler.Begin();

            VectorImageRenderInfo renderInfo = m_RenderInfoPool.Get();

            renderInfo.useCount = 1;
            m_Registered[vi]    = renderInfo;

            if (vi.settings?.Length > 0)
            {
                // We first attempt to allocate into the gradient settings atlas since it supports deallocation.
                int   gradientCount = vi.settings.Length;
                Alloc alloc         = m_GradientSettingsAtlas.Add(gradientCount);
                if (alloc.size > 0)
                {
                    // Then attempt to allocate in the texture atlas.
                    RectInt uvs;
                    if (m_AtlasManager.TryGetLocation(vi.atlas, out uvs))
                    {
                        // Remap.
                        GradientRemap previous = null;
                        for (int i = 0; i < gradientCount; ++i)
                        {
                            // Chain.
                            GradientRemap current = m_GradientRemapPool.Get();
                            if (i > 0)
                            {
                                previous.next = current;
                            }
                            else
                            {
                                renderInfo.firstGradientRemap = current;
                            }
                            previous = current;

                            // Remap the index.
                            current.origIndex = i;
                            current.destIndex = (int)alloc.start + i;

                            // Remap the rect.
                            GradientSettings gradient = vi.settings[i];
                            RectInt          location = gradient.location;
                            location.x        += uvs.x;
                            location.y        += uvs.y;
                            current.location   = location;
                            current.isAtlassed = true;
                        }

                        // Write into the previously allocated gradient settings now that we are sure to use it.
                        m_GradientSettingsAtlas.Write(alloc, vi.settings, renderInfo.firstGradientRemap);
                    }
                    else
                    {
                        // If the texture atlas didn't fit, keep it as a standalone custom texture, only need to remap the setting indices
                        GradientRemap previous = null;
                        for (int i = 0; i < gradientCount; ++i)
                        {
                            GradientRemap current = m_GradientRemapPool.Get();
                            if (i > 0)
                            {
                                previous.next = current;
                            }
                            else
                            {
                                renderInfo.firstGradientRemap = current;
                            }
                            previous = current;

                            current.origIndex  = i;
                            current.destIndex  = (int)alloc.start + i;
                            current.isAtlassed = false;
                        }

                        m_GradientSettingsAtlas.Write(alloc, vi.settings, null);
                    }
                }
                else
                {
                    if (!m_LoggedExhaustedSettingsAtlas)
                    {
                        Debug.LogError("Exhausted max gradient settings (" + m_GradientSettingsAtlas.length + ") for atlas: " + m_GradientSettingsAtlas.atlas?.name);
                        m_LoggedExhaustedSettingsAtlas = true;
                    }
                }
            }

            k_RegisterSampler.End();

            return(renderInfo);
        }