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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Reduced GC footprint of GetRepackedSkin() by reusing static Lists. Closes #1872.
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@ -230,6 +230,14 @@ namespace Spine.Unity.AttachmentTools {
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}
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#region Runtime Repacking
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static readonly Dictionary<AtlasRegion, int> existingRegions = new Dictionary<AtlasRegion, int>();
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static readonly List<int> regionIndices = new List<int>();
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static readonly List<Texture2D> texturesToPack = new List<Texture2D>();
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static readonly List<AtlasRegion> originalRegions = new List<AtlasRegion>();
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static readonly List<AtlasRegion> repackedRegions = new List<AtlasRegion>();
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static readonly List<Attachment> repackedAttachments = new List<Attachment>();
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static List<Texture2D>[] texturesToPackAtParam = new List<Texture2D>[1];
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/// <summary>
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/// Fills the outputAttachments list with new attachment objects based on the attachments in sourceAttachments,
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/// but mapped to a new single texture using the same material.</summary>
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@ -243,11 +251,11 @@ namespace Spine.Unity.AttachmentTools {
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if (sourceAttachments == null) throw new System.ArgumentNullException("sourceAttachments");
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if (outputAttachments == null) throw new System.ArgumentNullException("outputAttachments");
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// Use these to detect and use shared regions.
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var existingRegions = new Dictionary<AtlasRegion, int>();
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var regionIndexes = new List<int>();
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var texturesToPack = new List<Texture2D>();
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var originalRegions = new List<AtlasRegion>();
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// Use shared lists to detect and use shared regions.
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existingRegions.Clear();
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regionIndices.Clear();
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texturesToPack.Clear();
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originalRegions.Clear();
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outputAttachments.Clear();
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outputAttachments.AddRange(sourceAttachments);
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@ -261,19 +269,19 @@ namespace Spine.Unity.AttachmentTools {
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var region = newAttachment.GetRegion();
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int existingIndex;
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if (existingRegions.TryGetValue(region, out existingIndex)) {
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regionIndexes.Add(existingIndex); // Store the region index for the eventual new attachment.
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regionIndices.Add(existingIndex); // Store the region index for the eventual new attachment.
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} else {
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originalRegions.Add(region);
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texturesToPack.Add(region.ToTexture(textureFormat, mipmaps)); // Add the texture to the PackTextures argument
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existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
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regionIndexes.Add(newRegionIndex); // Store the region index for the eventual new attachment.
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regionIndices.Add(newRegionIndex); // Store the region index for the eventual new attachment.
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newRegionIndex++;
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}
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outputAttachments[i] = newAttachment;
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} else {
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outputAttachments[i] = useOriginalNonrenderables ? originalAttachment : originalAttachment.GetCopy(true);
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regionIndexes.Add(NonrenderingRegion); // Output attachments pairs with regionIndexes list 1:1. Pad with a sentinel if the attachment doesn't have a region.
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regionIndices.Add(NonrenderingRegion); // Output attachments pairs with regionIndexes list 1:1. Pad with a sentinel if the attachment doesn't have a region.
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}
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}
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@ -301,7 +309,7 @@ namespace Spine.Unity.AttachmentTools {
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var page = newMaterial.ToSpineAtlasPage();
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page.name = newAssetName;
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var repackedRegions = new List<AtlasRegion>();
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repackedRegions.Clear();
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for (int i = 0, n = originalRegions.Count; i < n; i++) {
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var oldRegion = originalRegions[i];
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var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
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@ -312,7 +320,7 @@ namespace Spine.Unity.AttachmentTools {
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for (int i = 0, n = outputAttachments.Count; i < n; i++) {
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var a = outputAttachments[i];
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if (IsRenderable(a))
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a.SetRegion(repackedRegions[regionIndexes[i]]);
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a.SetRegion(repackedRegions[regionIndices[i]]);
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}
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// Clean up.
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@ -386,18 +394,22 @@ namespace Spine.Unity.AttachmentTools {
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newSkin.constraints.AddRange(o.constraints);
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// Use these to detect and use shared regions.
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var existingRegions = new Dictionary<AtlasRegion, int>();
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var regionIndexes = new List<int>();
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existingRegions.Clear();
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regionIndices.Clear();
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// Collect all textures from the attachments of the original skin.
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var repackedAttachments = new List<Attachment>();
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repackedAttachments.Clear();
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int numTextureParamsToRepack = 1 + (additionalTexturePropertyIDsToCopy == null ? 0 : additionalTexturePropertyIDsToCopy.Length);
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additionalOutputTextures = (additionalTexturePropertyIDsToCopy == null ? null : new Texture2D[additionalTexturePropertyIDsToCopy.Length]);
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List<Texture2D>[] texturesToPackAtParam = new List<Texture2D>[numTextureParamsToRepack];
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if (texturesToPackAtParam.Length < numTextureParamsToRepack)
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Array.Resize(ref texturesToPackAtParam, numTextureParamsToRepack);
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for (int i = 0; i < numTextureParamsToRepack; ++i) {
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texturesToPackAtParam[i] = new List<Texture2D>();
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if (texturesToPackAtParam[i] != null)
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texturesToPackAtParam[i].Clear();
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else
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texturesToPackAtParam[i] = new List<Texture2D>();
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}
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var originalRegions = new List<AtlasRegion>();
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originalRegions.Clear();
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int newRegionIndex = 0;
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foreach (var skinEntry in skinAttachments) {
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@ -410,7 +422,7 @@ namespace Spine.Unity.AttachmentTools {
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var region = newAttachment.GetRegion();
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int existingIndex;
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if (existingRegions.TryGetValue(region, out existingIndex)) {
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regionIndexes.Add(existingIndex); // Store the region index for the eventual new attachment.
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regionIndices.Add(existingIndex); // Store the region index for the eventual new attachment.
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} else {
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originalRegions.Add(region);
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for (int i = 0; i < numTextureParamsToRepack; ++i) {
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@ -422,7 +434,7 @@ namespace Spine.Unity.AttachmentTools {
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texturesToPackAtParam[i].Add(regionTexture); // Add the texture to the PackTextures argument
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}
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existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
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regionIndexes.Add(newRegionIndex); // Store the region index for the eventual new attachment.
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regionIndices.Add(newRegionIndex); // Store the region index for the eventual new attachment.
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newRegionIndex++;
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}
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@ -471,7 +483,7 @@ namespace Spine.Unity.AttachmentTools {
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var page = newMaterial.ToSpineAtlasPage();
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page.name = newName;
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var repackedRegions = new List<AtlasRegion>();
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repackedRegions.Clear();
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for (int i = 0, n = originalRegions.Count; i < n; i++) {
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var oldRegion = originalRegions[i];
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var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
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@ -482,7 +494,7 @@ namespace Spine.Unity.AttachmentTools {
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for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
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var a = repackedAttachments[i];
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if (IsRenderable(a))
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a.SetRegion(repackedRegions[regionIndexes[i]]);
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a.SetRegion(repackedRegions[regionIndices[i]]);
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}
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// Clean up.
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