Optimize GC for value updating in text component.

This commit is contained in:
2022-11-21 14:10:20 +08:00
parent a0174b94c6
commit 145c0ce6c8

View File

@@ -42,7 +42,6 @@ namespace Cryville.Crtr.Components {
foreach (var m in meshes) m.Value.Destroy();
}
readonly Dictionary<Texture2D, MeshWrapper> meshes = new Dictionary<Texture2D, MeshWrapper>();
Dictionary<char, SpriteInfo> m_frames;
public Dictionary<char, SpriteInfo> Frames {
get { return m_frames; }
@@ -75,31 +74,38 @@ namespace Cryville.Crtr.Components {
float frameHeight = 0;
foreach (var m in meshes) m.Value.Destroy();
meshes.Clear();
verts.Clear();
uvs.Clear();
foreach (var f in m_frames) {
f.Value.Load();
if (frameHeight == 0) frameHeight = f.Value.Rect.height;
else if (frameHeight != f.Value.Rect.height) throw new Exception("Inconsistent frame height");
if (!meshes.ContainsKey(f.Value.Frame.Texture)) {
var tex = f.Value.Frame.Texture;
if (!meshes.ContainsKey(tex)) {
var m = new MeshWrapper();
m.Init(mesh.MeshTransform);
m.Mesh = new Mesh();
m.Renderer.material.mainTexture = f.Value.Frame.Texture;
meshes.Add(f.Value.Frame.Texture, m);
m.Renderer.material.mainTexture = tex;
meshes.Add(tex, m);
verts.Add(tex, new List<Vector3>());
uvs.Add(tex, new List<Vector2>());
tris.Add(tex, new List<int>());
}
}
}
float sum_x;
readonly Dictionary<Texture2D, MeshWrapper> meshes = new Dictionary<Texture2D, MeshWrapper>();
readonly Dictionary<Texture2D, List<Vector3>> verts = new Dictionary<Texture2D, List<Vector3>>();
readonly Dictionary<Texture2D, List<Vector2>> uvs = new Dictionary<Texture2D, List<Vector2>>();
readonly Dictionary<Texture2D, List<int>> tris = new Dictionary<Texture2D, List<int>>();
void UpdateMeshes() {
// TODO optimize GC
if (meshes.Count == 0) return;
sum_x = 0;
int vc = m_value.Length * 4;
Dictionary<Texture2D, List<Vector3>> verts = new Dictionary<Texture2D, List<Vector3>>();
Dictionary<Texture2D, List<Vector2>> uvs = new Dictionary<Texture2D, List<Vector2>>();
foreach (var t in meshes.Keys) {
verts.Add(t, new List<Vector3>(vc));
uvs.Add(t, new List<Vector2>(vc));
verts[t].Clear();
uvs[t].Clear();
tris[t].Clear();
}
foreach (var c in m_value) {
var f = m_frames[c];
@@ -119,18 +125,18 @@ namespace Cryville.Crtr.Components {
var m = meshes[t].Mesh;
m.Clear();
int cc = verts[t].Count / 4;
int[] tris = new int[cc * 6];
var _tris = tris[t];
for (int i = 0; i < cc; i++) {
tris[i * 6 ] = i * 4 ;
tris[i * 6 + 1] = i * 4 + 3;
tris[i * 6 + 2] = i * 4 + 1;
tris[i * 6 + 3] = i * 4 + 1;
tris[i * 6 + 4] = i * 4 + 3;
tris[i * 6 + 5] = i * 4 + 2;
_tris.Add(i * 4);
_tris.Add(i * 4 + 3);
_tris.Add(i * 4 + 1);
_tris.Add(i * 4 + 1);
_tris.Add(i * 4 + 3);
_tris.Add(i * 4 + 2);
}
m.vertices = verts[t].ToArray();
m.uv = uvs[t].ToArray();
m.triangles = tris;
m.SetVertices(verts[t]);
m.SetUVs(0, uvs[t]);
m.SetTriangles(tris[t], 0);
m.RecalculateNormals();
}
sum_x -= m_spacing;