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Commit 072eafb

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enable compute buffer by default + remove test codes
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Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_computebuffer_utils.cs

Lines changed: 2 additions & 54 deletions
Original file line numberDiff line numberDiff line change
@@ -22,7 +22,7 @@ struct uiVertex
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static int _instanceNum;
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public static bool enableComputeBuffer = false;
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public static bool enableComputeBuffer = true;
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public const int COMPUTE_BUFFER_MAX_ITEM_NUM = 1024 * 1024; // maxsize = 1M vertex/index
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@@ -52,6 +52,7 @@ static void tryReleaseComputeBuffer() {
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}
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void initComputeBuffer() {
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Debug.Log("init compute buffer");
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var stride = Marshal.SizeOf(typeof(uiVertex));
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var strideIndex = Marshal.SizeOf(typeof(int));
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_computeBuffer = new ComputeBuffer(COMPUTE_BUFFER_MAX_ITEM_NUM, stride);
@@ -100,58 +101,5 @@ void addMeshToComputeBuffer(List<Vector3> vertex, List<Vector2> uv, List<int> tr
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_indices.Add(triangleId + _startVertex);
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}
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}
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/*public void DrawBuffer(CommandBuffer cmdBuf)
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{
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if (this._computeBuffer == null)
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{
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this.initComputeBuffer();
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}
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this.resetComputeBuffer();
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if (this.material == null) {
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this.material = new Material(Shader.Find("UIWidgets/canvas_convexFill_cb"));
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this.material.SetVector("_viewport", new Vector4(0, 0, 500, 500));
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}
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var random = new Random();
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var num = 5;
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var size = 30;
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for (var i = 0; i < num; i++)
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{
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for (var j = 0; j < num; j++)
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{
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var offsetY = i * size;
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var offsetX = j * size;
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var centerX = offsetX + size / 2;
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var centerY = offsetY + size / 2;
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var width = size;
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var height = size;
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var vert = new List<Vector3> {
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new Vector3(centerX - width / 2, centerY - height / 2),
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new Vector3(centerX + width / 2, centerY - height / 2),
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new Vector3(centerX + width / 2, centerY + height / 2),
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new Vector3(centerX - width / 2, centerY + height / 2)
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};
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var index = new List<int> {
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0, 1, 2, 0, 2, 3
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};
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this.addMeshToComputeBuffer(vert, null, index);
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var mpb = new MaterialPropertyBlock();
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mpb.SetBuffer("databuffer", this._computeBuffer);
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mpb.SetBuffer("indexbuffer", this._indexBuffer);
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mpb.SetInt("_startVertex", this._startIndex);
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cmdBuf.DrawProcedural(Matrix4x4.identity, this.material, 0, MeshTopology.Triangles, 6, 1, mpb);
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}
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}
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this.bindComputeBuffer();
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}*/
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}
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}

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