Пример #1
0
        static bool UpdateTextCoreSettings(RenderChain renderChain, VisualElement ve)
        {
            if (ve == null || !TextUtilities.IsFontAssigned(ve))
            {
                return(false);
            }

            bool allocatesID = RenderChainVEData.AllocatesID(ve.renderChainData.textCoreSettingsID);

            var settings = TextUtilities.GetTextCoreSettingsForElement(ve);

            // If we aren't using a color ID (the DynamicColor flag), the text color will be stored in the vertex data,
            // so there's no need for a color match with the default TextCore settings.
            bool useDefaultColor = !NeedsColorID(ve) || settings.faceColor == Color.white;

            if (useDefaultColor && !NeedsTextCoreSettings(ve) && !allocatesID)
            {
                // Use default TextCore settings
                ve.renderChainData.textCoreSettingsID = UIRVEShaderInfoAllocator.defaultTextCoreSettings;
                return(true);
            }

            if (!allocatesID)
            {
                ve.renderChainData.textCoreSettingsID = renderChain.shaderInfoAllocator.AllocTextCoreSettings(settings);
            }

            if (RenderChainVEData.AllocatesID(ve.renderChainData.textCoreSettingsID))
            {
                renderChain.shaderInfoAllocator.SetTextCoreSettingValue(ve.renderChainData.textCoreSettingsID, settings);
            }

            return(true);
        }
        static Vector4 GetClipRectIDClipInfo(VisualElement ve)
        {
            Rect rect;

            Debug.Assert(RenderChainVEData.AllocatesID(ve.renderChainData.clipRectID));
            if (ve.renderChainData.groupTransformAncestor == null)
            {
                rect = ve.worldClip;
            }
            else
            {
                rect = ve.worldClipMinusGroup;
                // Subtract the transform of the group transform ancestor
                VisualElement.TransformAlignedRect(ref ve.renderChainData.groupTransformAncestor.worldTransformInverse, ref rect);
            }

            // See ComputeRelativeClipRectCoords in the shader for details on this computation
            Vector2 min  = rect.min;
            Vector2 max  = rect.max;
            Vector2 diff = max - min;
            Vector2 mul  = new Vector2(1 / (diff.x + 0.0001f), 1 / (diff.y + 0.0001f));
            Vector2 a    = 2 * mul;
            Vector2 b    = -(min + max) * mul;

            return(new Vector4(a.x, a.y, b.x, b.y));
        }
Пример #3
0
        static void DepthFirstOnVisualsChanged(RenderChain renderChain, VisualElement ve, uint dirtyID, bool parentHierarchyHidden, bool hierarchical, ref ChainBuilderStats stats)
        {
            if (dirtyID == ve.renderChainData.dirtyID)
            {
                return;
            }
            ve.renderChainData.dirtyID = dirtyID; // Prevent reprocessing of the same element in the same pass

            if (hierarchical)
            {
                stats.recursiveVisualUpdatesExpanded++;
            }

            bool wasHierarchyHidden = ve.renderChainData.isHierarchyHidden;

            ve.renderChainData.isHierarchyHidden = parentHierarchyHidden || IsElementHierarchyHidden(ve);
            if (wasHierarchyHidden != ve.renderChainData.isHierarchyHidden)
            {
                hierarchical = true;
            }

            if (!hierarchical && (ve.renderChainData.dirtiedValues & RenderDataDirtyTypes.AllVisuals) == RenderDataDirtyTypes.VisualsOpacityId)
            {
                stats.opacityIdUpdates++;
                CommandGenerator.UpdateOpacityId(ve, renderChain);
                return;
            }

            UpdateWorldFlipsWinding(ve);

            Debug.Assert(ve.renderChainData.clipMethod != ClipMethod.Undetermined);
            Debug.Assert(RenderChainVEData.AllocatesID(ve.renderChainData.transformID) || ve.hierarchy.parent == null || ve.renderChainData.transformID.Equals(ve.hierarchy.parent.renderChainData.transformID) || (ve.renderHints & RenderHints.GroupTransform) != 0);

            if (ve is TextElement)
            {
                RenderEvents.UpdateTextCoreSettings(renderChain, ve);
            }

            UIRStylePainter.ClosingInfo closingInfo = CommandGenerator.PaintElement(renderChain, ve, ref stats);

            if (hierarchical)
            {
                // Recurse on children
                int childrenCount = ve.hierarchy.childCount;
                for (int i = 0; i < childrenCount; i++)
                {
                    DepthFirstOnVisualsChanged(renderChain, ve.hierarchy[i], dirtyID, ve.renderChainData.isHierarchyHidden, true, ref stats);
                }
            }

            // By closing the element after its children, we can ensure closing data is allocated
            // at a time that would maintain continuity in the index buffer
            if (closingInfo.needsClosing)
            {
                CommandGenerator.ClosePaintElement(ve, closingInfo, renderChain, ref stats);
            }
        }
Пример #4
0
        static Vector4 GetClipRectIDClipInfo(VisualElement ve)
        {
            Debug.Assert(RenderChainVEData.AllocatesID(ve.renderChainData.clipRectID));
            if (ve.renderChainData.groupTransformAncestor == null)
            {
                return(UIRUtility.ToVector4(ve.worldClip));
            }

            Rect rect = ve.worldClipMinusGroup;

            // Subtract the transform of the group transform ancestor
            VisualElement.TransformAlignedRect(ref ve.renderChainData.groupTransformAncestor.worldTransformInverse, ref rect);
            return(UIRUtility.ToVector4(rect));
        }
Пример #5
0
        static Matrix4x4 GetTransformIDTransformInfo(VisualElement ve)
        {
            Debug.Assert(RenderChainVEData.AllocatesID(ve.renderChainData.transformID) || (ve.renderHints & (RenderHints.GroupTransform)) != 0);
            Matrix4x4 transform;

            if (ve.renderChainData.groupTransformAncestor != null)
            {
                VisualElement.MultiplyMatrix34(ref ve.renderChainData.groupTransformAncestor.worldTransformInverse, ref ve.worldTransformRef, out transform);
            }
            else
            {
                transform = ve.worldTransform;
            }
            transform.m22 = 1.0f; // Once world-space mode is introduced, this should become conditional
            return(transform);
        }
 static void GetVerticesTransformInfo(VisualElement ve, out Matrix4x4 transform)
 {
     if (RenderChainVEData.AllocatesID(ve.renderChainData.transformID) || (ve.renderHints & (RenderHints.GroupTransform)) != 0)
     {
         transform = Matrix4x4.identity;
     }
     else if (ve.renderChainData.boneTransformAncestor != null)
     {
         VisualElement.MultiplyMatrix34(ref ve.renderChainData.boneTransformAncestor.worldTransformInverse, ref ve.worldTransformRef, out transform);
     }
     else if (ve.renderChainData.groupTransformAncestor != null)
     {
         VisualElement.MultiplyMatrix34(ref ve.renderChainData.groupTransformAncestor.worldTransformInverse, ref ve.worldTransformRef, out transform);
     }
     else
     {
         transform = ve.worldTransform;
     }
     transform.m22 = 1.0f; // Once world-space mode is introduced, this should become conditional
 }
Пример #7
0
        static void DepthFirstOnTransformOrSizeChanged(RenderChain renderChain, VisualElement parent, VisualElement ve, uint dirtyID, UIRenderDevice device, bool isAncestorOfChangeSkinned, bool transformChanged, ref ChainBuilderStats stats)
        {
            if (dirtyID == ve.renderChainData.dirtyID)
            {
                return;
            }

            stats.recursiveTransformUpdatesExpanded++;

            transformChanged |= (ve.renderChainData.dirtiedValues & RenderDataDirtyTypes.Transform) != 0;

            if (RenderChainVEData.AllocatesID(ve.renderChainData.clipRectID))
            {
                renderChain.shaderInfoAllocator.SetClipRectValue(ve.renderChainData.clipRectID, GetClipRectIDClipInfo(ve));
            }

            if (transformChanged && UpdateLocalFlipsWinding(ve))
            {
                renderChain.UIEOnVisualsChanged(ve, true);
            }

            bool dirtyHasBeenResolved = true;

            if (RenderChainVEData.AllocatesID(ve.renderChainData.transformID))
            {
                renderChain.shaderInfoAllocator.SetTransformValue(ve.renderChainData.transformID, GetTransformIDTransformInfo(ve));
                isAncestorOfChangeSkinned = true;
                stats.boneTransformed++;
            }
            else if (!transformChanged)
            {
                // Only the clip info had to be updated, we can skip the other cases which are for transform changes only.
            }
            else if ((ve.renderHints & RenderHints.GroupTransform) != 0)
            {
                stats.groupTransformElementsChanged++;
            }
            else if (isAncestorOfChangeSkinned)
            {
                // Children of a bone element inherit the transform data change automatically when the root updates that data, no need to do anything for children
                Debug.Assert(RenderChainVEData.InheritsID(ve.renderChainData.transformID)); // The element MUST have a transformID that has been inherited from an ancestor
                dirtyHasBeenResolved = false;                                               // We just skipped processing, if another later transform change is queued on this element this pass then we should still process it
                stats.skipTransformed++;
            }
            else if ((ve.renderChainData.dirtiedValues & (RenderDataDirtyTypes.Visuals | RenderDataDirtyTypes.VisualsHierarchy)) == 0 && (ve.renderChainData.data != null))
            {
                // If a visual update will happen, then skip work here as the visual update will incorporate the transformed vertices
                if (!ve.renderChainData.disableNudging && CommandGenerator.NudgeVerticesToNewSpace(ve, renderChain, device))
                {
                    stats.nudgeTransformed++;
                }
                else
                {
                    renderChain.UIEOnVisualsChanged(ve, false); // Nudging not allowed, so do a full visual repaint
                    stats.visualUpdateTransformed++;
                }
            }

            if (dirtyHasBeenResolved)
            {
                ve.renderChainData.dirtyID = dirtyID; // Prevent reprocessing of the same element in the same pass
            }
            // Make sure to pre-evaluate world transform and clip now so we don't do it at render time
            if (renderChain.drawInCameras)
            {
                ve.EnsureWorldTransformAndClipUpToDate();
            }

            if ((ve.renderHints & RenderHints.GroupTransform) == 0)
            {
                // Recurse on children
                int childrenCount = ve.hierarchy.childCount;
                for (int i = 0; i < childrenCount; i++)
                {
                    DepthFirstOnTransformOrSizeChanged(renderChain, ve, ve.hierarchy[i], dirtyID, device, isAncestorOfChangeSkinned, transformChanged, ref stats);
                }
            }
        }
Пример #8
0
        static void DepthFirstOnClippingChanged(RenderChain renderChain,
                                                VisualElement parent,
                                                VisualElement ve,
                                                uint dirtyID,
                                                bool hierarchical,
                                                bool isRootOfChange,               // MUST be true  on the root call.
                                                bool isPendingHierarchicalRepaint, // MUST be false on the root call.
                                                bool inheritedClipRectIDChanged,   // MUST be false on the root call.
                                                bool inheritedMaskingChanged,      // MUST be false on the root call.
                                                UIRenderDevice device,
                                                ref ChainBuilderStats stats)
        {
            bool upToDate = dirtyID == ve.renderChainData.dirtyID;

            if (upToDate && !inheritedClipRectIDChanged && !inheritedMaskingChanged)
            {
                return;
            }

            ve.renderChainData.dirtyID = dirtyID; // Prevent reprocessing of the same element in the same pass

            if (!isRootOfChange)
            {
                stats.recursiveClipUpdatesExpanded++;
            }

            isPendingHierarchicalRepaint |= (ve.renderChainData.dirtiedValues & RenderDataDirtyTypes.VisualsHierarchy) != 0;

            // Internal operations (done in this call) to do:
            bool mustUpdateClipRectID      = hierarchical || isRootOfChange || inheritedClipRectIDChanged;
            bool mustUpdateClippingMethod  = hierarchical || isRootOfChange;
            bool mustUpdateChildrenMasking = hierarchical || isRootOfChange || inheritedMaskingChanged;

            // External operations (done by recursion or postponed) to do:
            bool mustRepaintThis       = false;
            bool mustRepaintHierarchy  = false;
            bool mustProcessSizeChange = false;
            // mustRecurse implies recursing on all children, but doesn't force anything beyond them.
            // hierarchical implies recursing on all descendants
            // As a result, hierarchical implies mustRecurse
            bool mustRecurse = hierarchical;

            ClipMethod oldClippingMethod = ve.renderChainData.clipMethod;
            ClipMethod newClippingMethod = mustUpdateClippingMethod ? DetermineSelfClipMethod(renderChain, ve) : oldClippingMethod;

            // Shader discard support
            bool clipRectIDChanged = false;

            if (mustUpdateClipRectID)
            {
                BMPAlloc newClipRectID = ve.renderChainData.clipRectID;
                if (newClippingMethod == ClipMethod.ShaderDiscard)
                {
                    if (!RenderChainVEData.AllocatesID(ve.renderChainData.clipRectID))
                    {
                        newClipRectID = renderChain.shaderInfoAllocator.AllocClipRect();
                        if (!newClipRectID.IsValid())
                        {
                            newClippingMethod = ClipMethod.Scissor; // Fallback to scissor since we couldn't allocate a clipRectID
                            // Both shader discard and scisorring work with world-clip rectangles, so no need
                            // to inherit any clipRectIDs for such elements, our own scissor rect clips up correctly
                            newClipRectID = UIRVEShaderInfoAllocator.infiniteClipRect;
                        }
                    }
                }
                else
                {
                    if (RenderChainVEData.AllocatesID(ve.renderChainData.clipRectID))
                    {
                        renderChain.shaderInfoAllocator.FreeClipRect(ve.renderChainData.clipRectID);
                    }

                    // Inherit parent's clipRectID if possible.
                    // Group transforms shouldn't inherit the clipRectID since they have a new frame of reference,
                    // they provide a new baseline with the _PixelClipRect instead.
                    if ((ve.renderHints & RenderHints.GroupTransform) == 0)
                    {
                        newClipRectID            = ((newClippingMethod != ClipMethod.Scissor) && (parent != null)) ? parent.renderChainData.clipRectID : UIRVEShaderInfoAllocator.infiniteClipRect;
                        newClipRectID.ownedState = OwnedState.Inherited;
                    }
                }

                clipRectIDChanged = !ve.renderChainData.clipRectID.Equals(newClipRectID);
                Debug.Assert((ve.renderHints & RenderHints.GroupTransform) == 0 || !clipRectIDChanged);
                ve.renderChainData.clipRectID = newClipRectID;
            }

            bool maskingChanged = false;

            if (oldClippingMethod != newClippingMethod)
            {
                ve.renderChainData.clipMethod = newClippingMethod;

                if (oldClippingMethod == ClipMethod.Stencil || newClippingMethod == ClipMethod.Stencil)
                {
                    maskingChanged            = true;
                    mustUpdateChildrenMasking = true;
                }

                if (oldClippingMethod == ClipMethod.Scissor || newClippingMethod == ClipMethod.Scissor)
                {
                    // We need to add/remove scissor push/pop commands
                    mustRepaintThis = true;
                }

                if (newClippingMethod == ClipMethod.ShaderDiscard || oldClippingMethod == ClipMethod.ShaderDiscard && RenderChainVEData.AllocatesID(ve.renderChainData.clipRectID))
                {
                    // We must update the clipping rects.
                    mustProcessSizeChange = true;
                }
            }

            if (clipRectIDChanged)
            {
                // Our children MUST update their render data clipRectIDs
                mustRecurse = true;

                // Our children MUST update their vertex clipRectIDs
                mustRepaintHierarchy = true;
            }

            if (mustUpdateChildrenMasking)
            {
                int newChildrenMaskDepth  = 0;
                int newChildrenStencilRef = 0;
                if (parent != null)
                {
                    newChildrenMaskDepth  = parent.renderChainData.childrenMaskDepth;
                    newChildrenStencilRef = parent.renderChainData.childrenStencilRef;
                    if (newClippingMethod == ClipMethod.Stencil)
                    {
                        if (newChildrenMaskDepth > newChildrenStencilRef)
                        {
                            ++newChildrenStencilRef;
                        }
                        ++newChildrenMaskDepth;
                    }

                    // When applying the MaskContainer hint, we skip because the last depth level because even though we
                    // could technically increase the reference value, it would be useless since there won't be more
                    // deeply nested masks that could benefit from it.
                    if ((ve.renderHints & RenderHints.MaskContainer) == RenderHints.MaskContainer && newChildrenMaskDepth < UIRUtility.k_MaxMaskDepth)
                    {
                        newChildrenStencilRef = newChildrenMaskDepth;
                    }
                }

                if (ve.renderChainData.childrenMaskDepth != newChildrenMaskDepth || ve.renderChainData.childrenStencilRef != newChildrenStencilRef)
                {
                    maskingChanged = true;
                }

                ve.renderChainData.childrenMaskDepth  = newChildrenMaskDepth;
                ve.renderChainData.childrenStencilRef = newChildrenStencilRef;
            }

            if (maskingChanged)
            {
                mustRecurse = true; // Our children must update their inherited state.

                // These optimizations would allow to skip repainting the hierarchy:
                // a) We could update the stencilRef in the commands without repainting
                // b) The winding order could be reversed without repainting (when required)
                // In the meantime, we have no other choice but to request a hierarchical repaint.
                mustRepaintHierarchy = true;
            }

            if ((mustRepaintThis || mustRepaintHierarchy) && !isPendingHierarchicalRepaint)
            {
                renderChain.UIEOnVisualsChanged(ve, mustRepaintHierarchy);
                isPendingHierarchicalRepaint = true;
            }

            if (mustProcessSizeChange)
            {
                renderChain.UIEOnTransformOrSizeChanged(ve, false, true);
            }

            if (mustRecurse)
            {
                int childrenCount = ve.hierarchy.childCount;
                for (int i = 0; i < childrenCount; i++)
                {
                    DepthFirstOnClippingChanged(
                        renderChain,
                        ve,
                        ve.hierarchy[i],
                        dirtyID,
                        // Having to recurse doesn't mean that we need to process ALL descendants. For example, the
                        // propagation of the transformId may stop if a group or a bone is encountered.
                        hierarchical,
                        false,
                        isPendingHierarchicalRepaint,
                        clipRectIDChanged,
                        maskingChanged,
                        device,
                        ref stats);
                }
            }
        }
Пример #9
0
        internal static uint DepthFirstOnChildRemoving(RenderChain renderChain, VisualElement ve)
        {
            // Recurse on children
            int  childrenCount = ve.hierarchy.childCount - 1;
            uint deepCount     = 0;

            while (childrenCount >= 0)
            {
                deepCount += DepthFirstOnChildRemoving(renderChain, ve.hierarchy[childrenCount--]);
            }

            if (ve.renderChainData.isInChain)
            {
                renderChain.ChildWillBeRemoved(ve);
                CommandGenerator.ResetCommands(renderChain, ve);
                renderChain.ResetTextures(ve);
                ve.renderChainData.isInChain  = false;
                ve.renderChainData.clipMethod = ClipMethod.Undetermined;

                if (ve.renderChainData.next != null)
                {
                    ve.renderChainData.next.renderChainData.prev = ve.renderChainData.prev;
                }
                if (ve.renderChainData.prev != null)
                {
                    ve.renderChainData.prev.renderChainData.next = ve.renderChainData.next;
                }

                if (RenderChainVEData.AllocatesID(ve.renderChainData.textCoreSettingsID))
                {
                    renderChain.shaderInfoAllocator.FreeTextCoreSettings(ve.renderChainData.textCoreSettingsID);
                    ve.renderChainData.textCoreSettingsID = UIRVEShaderInfoAllocator.defaultTextCoreSettings;
                }
                if (RenderChainVEData.AllocatesID(ve.renderChainData.opacityID))
                {
                    renderChain.shaderInfoAllocator.FreeOpacity(ve.renderChainData.opacityID);
                    ve.renderChainData.opacityID = UIRVEShaderInfoAllocator.fullOpacity;
                }
                if (RenderChainVEData.AllocatesID(ve.renderChainData.colorID))
                {
                    renderChain.shaderInfoAllocator.FreeColor(ve.renderChainData.colorID);
                    ve.renderChainData.colorID = BMPAlloc.Invalid;
                }
                if (RenderChainVEData.AllocatesID(ve.renderChainData.backgroundColorID))
                {
                    renderChain.shaderInfoAllocator.FreeColor(ve.renderChainData.backgroundColorID);
                    ve.renderChainData.backgroundColorID = BMPAlloc.Invalid;
                }
                if (RenderChainVEData.AllocatesID(ve.renderChainData.borderLeftColorID))
                {
                    renderChain.shaderInfoAllocator.FreeColor(ve.renderChainData.borderLeftColorID);
                    ve.renderChainData.borderLeftColorID = BMPAlloc.Invalid;
                }
                if (RenderChainVEData.AllocatesID(ve.renderChainData.borderTopColorID))
                {
                    renderChain.shaderInfoAllocator.FreeColor(ve.renderChainData.borderTopColorID);
                    ve.renderChainData.borderTopColorID = BMPAlloc.Invalid;
                }
                if (RenderChainVEData.AllocatesID(ve.renderChainData.borderRightColorID))
                {
                    renderChain.shaderInfoAllocator.FreeColor(ve.renderChainData.borderRightColorID);
                    ve.renderChainData.borderRightColorID = BMPAlloc.Invalid;
                }
                if (RenderChainVEData.AllocatesID(ve.renderChainData.borderBottomColorID))
                {
                    renderChain.shaderInfoAllocator.FreeColor(ve.renderChainData.borderBottomColorID);
                    ve.renderChainData.borderBottomColorID = BMPAlloc.Invalid;
                }
                if (RenderChainVEData.AllocatesID(ve.renderChainData.tintColorID))
                {
                    renderChain.shaderInfoAllocator.FreeColor(ve.renderChainData.tintColorID);
                    ve.renderChainData.tintColorID = BMPAlloc.Invalid;
                }
                if (RenderChainVEData.AllocatesID(ve.renderChainData.clipRectID))
                {
                    renderChain.shaderInfoAllocator.FreeClipRect(ve.renderChainData.clipRectID);
                    ve.renderChainData.clipRectID = UIRVEShaderInfoAllocator.infiniteClipRect;
                }
                if (RenderChainVEData.AllocatesID(ve.renderChainData.transformID))
                {
                    renderChain.shaderInfoAllocator.FreeTransform(ve.renderChainData.transformID);
                    ve.renderChainData.transformID = UIRVEShaderInfoAllocator.identityTransform;
                }
                ve.renderChainData.boneTransformAncestor = ve.renderChainData.groupTransformAncestor = null;
                if (ve.renderChainData.closingData != null)
                {
                    renderChain.device.Free(ve.renderChainData.closingData);
                    ve.renderChainData.closingData = null;
                }
                if (ve.renderChainData.data != null)
                {
                    renderChain.device.Free(ve.renderChainData.data);
                    ve.renderChainData.data = null;
                }
            }
            return(deepCount + 1);
        }
Пример #10
0
        internal static uint DepthFirstOnChildAdded(RenderChain renderChain, VisualElement parent, VisualElement ve, int index, bool resetState)
        {
            Debug.Assert(ve.panel != null);

            if (ve.renderChainData.isInChain)
            {
                return(0); // Already added, redundant call
            }
            if (resetState)
            {
                ve.renderChainData = new RenderChainVEData();
            }

            ve.renderChainData.isInChain           = true;
            ve.renderChainData.verticesSpace       = Matrix4x4.identity;
            ve.renderChainData.transformID         = UIRVEShaderInfoAllocator.identityTransform;
            ve.renderChainData.clipRectID          = UIRVEShaderInfoAllocator.infiniteClipRect;
            ve.renderChainData.opacityID           = UIRVEShaderInfoAllocator.fullOpacity;
            ve.renderChainData.colorID             = BMPAlloc.Invalid; // Rely on vertex tint color by default
            ve.renderChainData.backgroundColorID   = BMPAlloc.Invalid;
            ve.renderChainData.borderLeftColorID   = BMPAlloc.Invalid;
            ve.renderChainData.borderTopColorID    = BMPAlloc.Invalid;
            ve.renderChainData.borderRightColorID  = BMPAlloc.Invalid;
            ve.renderChainData.borderBottomColorID = BMPAlloc.Invalid;
            ve.renderChainData.tintColorID         = BMPAlloc.Invalid;
            ve.renderChainData.textCoreSettingsID  = UIRVEShaderInfoAllocator.defaultTextCoreSettings;
            ve.renderChainData.compositeOpacity    = float.MaxValue; // Any unreasonable value will do to trip the opacity composer to work
            UpdateLocalFlipsWinding(ve);

            if (parent != null)
            {
                if ((parent.renderHints & (RenderHints.GroupTransform)) != 0)
                {
                    ve.renderChainData.groupTransformAncestor = parent;
                }
                else
                {
                    ve.renderChainData.groupTransformAncestor = parent.renderChainData.groupTransformAncestor;
                }
                ve.renderChainData.hierarchyDepth = parent.renderChainData.hierarchyDepth + 1;
            }
            else
            {
                ve.renderChainData.groupTransformAncestor = null;
                ve.renderChainData.hierarchyDepth         = 0;
            }

            renderChain.EnsureFitsDepth(ve.renderChainData.hierarchyDepth);

            if (index > 0)
            {
                Debug.Assert(parent != null);
                ve.renderChainData.prev = GetLastDeepestChild(parent.hierarchy[index - 1]);
            }
            else
            {
                ve.renderChainData.prev = parent;
            }
            ve.renderChainData.next = ve.renderChainData.prev != null ? ve.renderChainData.prev.renderChainData.next : null;

            if (ve.renderChainData.prev != null)
            {
                ve.renderChainData.prev.renderChainData.next = ve;
            }
            if (ve.renderChainData.next != null)
            {
                ve.renderChainData.next.renderChainData.prev = ve;
            }

            // TransformID
            // Since transform type is controlled by render hints which are locked on the VE by now, we can
            // go ahead and prep transform data now and never check on it again under regular circumstances
            Debug.Assert(!RenderChainVEData.AllocatesID(ve.renderChainData.transformID));
            if (NeedsTransformID(ve))
            {
                ve.renderChainData.transformID = renderChain.shaderInfoAllocator.AllocTransform(); // May fail, that's ok
            }
            else
            {
                ve.renderChainData.transformID = BMPAlloc.Invalid;
            }
            ve.renderChainData.boneTransformAncestor = null;

            if (NeedsColorID(ve))
            {
                InitColorIDs(renderChain, ve);
                SetColorValues(renderChain, ve);
            }

            if (!RenderChainVEData.AllocatesID(ve.renderChainData.transformID))
            {
                if (parent != null && (ve.renderHints & RenderHints.GroupTransform) == 0)
                {
                    if (RenderChainVEData.AllocatesID(parent.renderChainData.transformID))
                    {
                        ve.renderChainData.boneTransformAncestor = parent;
                    }
                    else
                    {
                        ve.renderChainData.boneTransformAncestor = parent.renderChainData.boneTransformAncestor;
                    }

                    ve.renderChainData.transformID            = parent.renderChainData.transformID;
                    ve.renderChainData.transformID.ownedState = OwnedState.Inherited; // Mark this allocation as not owned by us (inherited)
                }
                else
                {
                    ve.renderChainData.transformID = UIRVEShaderInfoAllocator.identityTransform;
                }
            }
            else
            {
                renderChain.shaderInfoAllocator.SetTransformValue(ve.renderChainData.transformID, GetTransformIDTransformInfo(ve));
            }

            // Recurse on children
            int  childrenCount = ve.hierarchy.childCount;
            uint deepCount     = 0;

            for (int i = 0; i < childrenCount; i++)
            {
                deepCount += DepthFirstOnChildAdded(renderChain, ve, ve.hierarchy[i], i, resetState);
            }
            return(1 + deepCount);
        }