[unity] Reduced GC footprint of GetRepackedSkin() by reusing static Lists. Closes #1872.

This commit is contained in:
Harald Csaszar 2021-04-02 14:59:22 +02:00
parent a24c6600f5
commit 3fdbf9a061

View File

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