[Unity] Some ExposedList use optimization within loops.

This commit is contained in:
pharan 2016-01-02 17:50:49 +08:00
parent 83a7ecc3b0
commit bfb58cbb19

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@ -192,6 +192,7 @@ public class SkeletonRenderer : MonoBehaviour {
int submeshTriangleCount = 0, submeshFirstVertex = 0, submeshStartSlotIndex = 0;
Material lastMaterial = null;
ExposedList<Slot> drawOrder = skeleton.drawOrder;
var drawOrderItems = drawOrder.Items;
int drawOrderCount = drawOrder.Count;
int submeshSeparatorSlotsCount = submeshSeparatorSlots.Count;
bool renderMeshes = this.renderMeshes;
@ -199,22 +200,29 @@ public class SkeletonRenderer : MonoBehaviour {
// Clear last state of attachments and submeshes
MeshState.SingleMeshState workingState = meshState.buffer;
var workingAttachments = workingState.attachments;
var workingFlips = workingState.attachmentsFlipState;
var workingSubmeshArguments = workingState.addSubmeshArguments;
workingAttachments.Clear(true);
workingState.UpdateAttachmentCount(drawOrderCount);
var workingAttachmentsItems = workingAttachments.Items; // Make sure to not add to or remove from ExposedList inside the loop below
var workingFlips = workingState.attachmentsFlipState;
var workingFlipsItems = workingState.attachmentsFlipState.Items; // Make sure to not add to or remove from ExposedList inside the loop below
var workingSubmeshArguments = workingState.addSubmeshArguments; // Items array should not be cached. There is dynamic writing to this object.
workingSubmeshArguments.Clear(false);
MeshState.SingleMeshState storedState = useMesh1 ? meshState.stateMesh1 : meshState.stateMesh2;
var storedAttachments = storedState.attachments;
var storedFlips = storedState.attachmentsFlipState;
var storedAttachmentsItems = storedAttachments.Items; // Make sure to not add to or remove from ExposedList inside the loop below
bool mustUpdateMeshStructure = storedState.requiresUpdate || // Force update if the mesh was cleared. (prevents flickering due to incorrect state)
var storedFlips = storedState.attachmentsFlipState;
var storedFlipsItems = storedFlips.Items; // Make sure to not add to or remove from ExposedList inside the loop below
bool mustUpdateMeshStructure = storedState.requiresUpdate || // Force update if the mesh was cleared. (prevents flickering due to incorrect state)
drawOrder.Count != storedAttachments.Count || // Number of slots changed (when does this happen?)
immutableTriangles != storedState.immutableTriangles; // Immutable Triangles flag changed.
for (int i = 0; i < drawOrderCount; i++) {
Slot slot = drawOrder.Items[i];
Slot slot = drawOrderItems[i];
Bone bone = slot.bone;
Attachment attachment = slot.attachment;
@ -225,14 +233,14 @@ public class SkeletonRenderer : MonoBehaviour {
bool worldScaleIsSameSigns = ((bone.worldScaleY >= 0f) == (bone.worldScaleX >= 0f));
bool flip = frontFacing && ((bone.worldFlipX != bone.worldFlipY) == worldScaleIsSameSigns); // TODO: bone flipX and flipY will be removed in Spine 3.0
workingFlips.Items[i] = flip;
workingAttachments.Items[i] = attachment;
workingFlipsItems[i] = flip;
workingAttachmentsItems[i] = attachment;
mustUpdateMeshStructure = mustUpdateMeshStructure || // Always prefer short circuited or. || and not |=.
(attachment != storedAttachments.Items[i]) || // Attachment order changed. // This relies on the drawOrder.Count != storedAttachments.Count check above as a bounds check.
(flip != storedFlips.Items[i]); // Flip states changed.
(attachment != storedAttachmentsItems[i]) || // Attachment order changed. // This relies on the drawOrder.Count != storedAttachments.Count check above as a bounds check.
(flip != storedFlipsItems[i]); // Flip states changed.
RegionAttachment regionAttachment = attachment as RegionAttachment;
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
rendererObject = regionAttachment.RendererObject;
attachmentVertexCount = 4;
@ -240,13 +248,13 @@ public class SkeletonRenderer : MonoBehaviour {
} else {
if (!renderMeshes)
continue;
MeshAttachment meshAttachment = attachment as MeshAttachment;
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
rendererObject = meshAttachment.RendererObject;
attachmentVertexCount = meshAttachment.vertices.Length >> 1;
attachmentTriangleCount = meshAttachment.triangles.Length;
} else {
SkinnedMeshAttachment skinnedMeshAttachment = attachment as SkinnedMeshAttachment;
var skinnedMeshAttachment = attachment as SkinnedMeshAttachment;
if (skinnedMeshAttachment != null) {
rendererObject = skinnedMeshAttachment.RendererObject;
attachmentVertexCount = skinnedMeshAttachment.uvs.Length >> 1;
@ -301,7 +309,7 @@ public class SkeletonRenderer : MonoBehaviour {
mustUpdateMeshStructure = mustUpdateMeshStructure ||
this.sharedMaterials.Length != workingSubmeshArguments.Count || // Material array changed in size
CheckIfMustUpdateMeshStructure(workingSubmeshArguments); // Submesh Argument Array changed.
CheckIfMustUpdateMeshStructure(workingSubmeshArguments); // Submesh Argument Array changed.
// CheckIfMustUpdateMaterialArray (workingMaterials, sharedMaterials)
if (!mustUpdateMeshStructure) {
@ -319,8 +327,10 @@ public class SkeletonRenderer : MonoBehaviour {
if (mustUpdateMeshStructure) {
this.submeshMaterials.Clear();
var workingSubmeshArgumentsItems = workingSubmeshArguments.Items;
for (int i = 0, n = workingSubmeshArguments.Count; i < n; i++) {
AddSubmesh(workingSubmeshArguments.Items[i], workingFlips);
AddSubmesh(workingSubmeshArgumentsItems[i], workingFlips);
}
// Set materials.
@ -383,7 +393,7 @@ public class SkeletonRenderer : MonoBehaviour {
}
int i = 0;
do {
Slot slot = drawOrder.Items[i];
Slot slot = drawOrderItems[i];
Attachment attachment = slot.attachment;
RegionAttachment regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
@ -636,7 +646,7 @@ public class SkeletonRenderer : MonoBehaviour {
return false;
}
private void AddSubmesh (MeshState.AddSubmeshArguments submeshArguments, ExposedList<bool> flipStates) {
private void AddSubmesh (MeshState.AddSubmeshArguments submeshArguments, ExposedList<bool> flipStates) { //submeshArguments is a struct, so it's ok.
int submeshIndex = submeshMaterials.Count;
submeshMaterials.Add(submeshArguments.material);
@ -645,8 +655,8 @@ public class SkeletonRenderer : MonoBehaviour {
else if (immutableTriangles)
return;
Submesh submesh = submeshes.Items[submeshIndex];
int[] triangles = submesh.triangles;
Submesh currentSubmesh = submeshes.Items[submeshIndex];
int[] triangles = currentSubmesh.triangles;
int triangleCount = submeshArguments.triangleCount;
int firstVertex = submeshArguments.firstVertex;
@ -654,22 +664,24 @@ public class SkeletonRenderer : MonoBehaviour {
int trianglesCapacity = triangles.Length;
if (submeshArguments.isLastSubmesh && trianglesCapacity > triangleCount) {
// Last submesh may have more triangles than required, so zero triangles to the end.
for (int i = triangleCount; i < trianglesCapacity; i++)
for (int i = triangleCount; i < trianglesCapacity; i++) {
triangles[i] = 0;
submesh.triangleCount = triangleCount;
}
currentSubmesh.triangleCount = triangleCount;
} else if (trianglesCapacity != triangleCount) {
// Reallocate triangles when not the exact size needed.
submesh.triangles = triangles = new int[triangleCount];
submesh.triangleCount = 0;
currentSubmesh.triangles = triangles = new int[triangleCount];
currentSubmesh.triangleCount = 0;
}
if (!renderMeshes && !frontFacing) {
if (!this.renderMeshes && !this.frontFacing) {
// Use stored triangles if possible.
if (submesh.firstVertex != firstVertex || submesh.triangleCount < triangleCount) {
submesh.triangleCount = triangleCount;
submesh.firstVertex = firstVertex;
//int drawOrderIndex = 0;
for (int i = 0; i < triangleCount; i += 6, firstVertex += 4/*, drawOrderIndex++*/) {
if (currentSubmesh.firstVertex != firstVertex || currentSubmesh.triangleCount < triangleCount) { //|| currentSubmesh.triangleCount == 0
currentSubmesh.triangleCount = triangleCount;
currentSubmesh.firstVertex = firstVertex;
for (int i = 0; i < triangleCount; i += 6, firstVertex += 4) {
triangles[i] = firstVertex;
triangles[i + 1] = firstVertex + 2;
triangles[i + 2] = firstVertex + 1;
@ -677,18 +689,21 @@ public class SkeletonRenderer : MonoBehaviour {
triangles[i + 4] = firstVertex + 3;
triangles[i + 5] = firstVertex + 1;
}
}
return;
}
// Iterate through all slots and store their triangles.
ExposedList<Slot> drawOrder = skeleton.DrawOrder;
int triangleIndex = 0; // Modified by loop
for (int i = submeshArguments.startSlot, n = submeshArguments.endSlot; i < n; i++) {
Slot slot = drawOrder.Items[i];
Attachment attachment = slot.attachment;
bool flip = flipStates.Items[i];
var drawOrderItems = skeleton.DrawOrder.Items; // Make sure to not modify ExposedList inside the loop below
var flipStatesItems = flipStates.Items; // Make sure to not modify ExposedList inside the loop below
int triangleIndex = 0; // Modified by loop
for (int i = submeshArguments.startSlot, n = submeshArguments.endSlot; i < n; i++) {
Attachment attachment = drawOrderItems[i].attachment;
bool flip = flipStatesItems[i];
// Add RegionAttachment triangles
if (attachment is RegionAttachment) {
@ -716,12 +731,12 @@ public class SkeletonRenderer : MonoBehaviour {
// Add (Skinned)MeshAttachment triangles
int[] attachmentTriangles;
int attachmentVertexCount;
MeshAttachment meshAttachment = attachment as MeshAttachment;
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
attachmentVertexCount = meshAttachment.vertices.Length >> 1; // length/2
attachmentTriangles = meshAttachment.triangles;
} else {
SkinnedMeshAttachment skinnedMeshAttachment = attachment as SkinnedMeshAttachment;
var skinnedMeshAttachment = attachment as SkinnedMeshAttachment;
if (skinnedMeshAttachment != null) {
attachmentVertexCount = skinnedMeshAttachment.uvs.Length >> 1; // length/2
attachmentTriangles = skinnedMeshAttachment.triangles;