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This repository was archived by the owner on Apr 29, 2021. It is now read-only.

Commit 8c8f807

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rename function names
1 parent 521ca4d commit 8c8f807

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2 files changed

+10
-10
lines changed

2 files changed

+10
-10
lines changed

Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_computebuffer_utils.cs

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -24,7 +24,7 @@ struct uiVertex
2424

2525
public const int COMPUTE_BUFFER_MAX_ITEM_NUM = 1024 * 1024; // maxsize = 1M vertex/index
2626

27-
static void tryReleaseComputeBuffer() {
27+
static void _releaseComputeBuffer() {
2828
if (!CanvasShader.supportComputeBuffer) {
2929
return;
3030
}
@@ -45,7 +45,7 @@ static void tryReleaseComputeBuffer() {
4545
_indexBuffer = null;
4646
}
4747

48-
void initComputeBuffer() {
48+
void _initComputeBuffer() {
4949
var stride = Marshal.SizeOf(typeof(uiVertex));
5050
var strideIndex = Marshal.SizeOf(typeof(int));
5151
_computeBuffer = new ComputeBuffer(COMPUTE_BUFFER_MAX_ITEM_NUM, stride);
@@ -55,11 +55,11 @@ void initComputeBuffer() {
5555
_indices = new List<int>();
5656
}
5757

58-
void resetComputeBuffer() {
58+
void _resetComputeBuffer() {
5959
if (!CanvasShader.supportComputeBuffer) return;
6060

6161
if (_computeBuffer == null) {
62-
this.initComputeBuffer();
62+
this._initComputeBuffer();
6363
}
6464

6565
_vertices.Clear();
@@ -68,14 +68,14 @@ void resetComputeBuffer() {
6868
_startIndex = 0;
6969
}
7070

71-
void bindComputeBuffer() {
71+
void _bindComputeBuffer() {
7272
if (!CanvasShader.supportComputeBuffer) return;
7373

7474
_computeBuffer.SetData(_vertices);
7575
_indexBuffer.SetData(_indices);
7676
}
7777

78-
void addMeshToComputeBuffer(List<Vector3> vertex, List<Vector2> uv, List<int> triangles) {
78+
void _addMeshToComputeBuffer(List<Vector3> vertex, List<Vector2> uv, List<int> triangles) {
7979
if (!CanvasShader.supportComputeBuffer) return;
8080

8181
_startVertex = _vertices.Count;

Runtime/ui/renderer/cmdbufferCanvas/rendering/canvas_impl.cs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -44,7 +44,7 @@ public void dispose() {
4444
}
4545

4646
_instanceNum--;
47-
tryReleaseComputeBuffer();
47+
_releaseComputeBuffer();
4848
}
4949

5050
public PictureFlusher(RenderTexture renderTexture, float devicePixelRatio, MeshPool meshPool) {
@@ -1037,7 +1037,7 @@ void _drawTextBlob(TextBlob? textBlob, uiOffset offset, uiPaint paint) {
10371037
public void flush(uiPicture picture) {
10381038
this._reset();
10391039
this._resetRenderTextureId();
1040-
this.resetComputeBuffer();
1040+
this._resetComputeBuffer();
10411041

10421042
this._drawUIPicture(picture, false);
10431043

@@ -1054,7 +1054,7 @@ public void flush(uiPicture picture) {
10541054
// this is necessary for webgl2. not sure why... just to be safe to disable the scissor.
10551055
cmdBuf.DisableScissorRect();
10561056

1057-
this.bindComputeBuffer();
1057+
this._bindComputeBuffer();
10581058
Graphics.ExecuteCommandBuffer(cmdBuf);
10591059
}
10601060

@@ -1164,7 +1164,7 @@ void _drawLayer(RenderLayer layer, CommandBuffer cmdBuf) {
11641164

11651165
D.assert(mesh.vertices.Count > 0);
11661166
if (CanvasShader.supportComputeBuffer) {
1167-
this.addMeshToComputeBuffer(mesh.vertices?.data, mesh.uv?.data, mesh.triangles?.data);
1167+
this._addMeshToComputeBuffer(mesh.vertices?.data, mesh.uv?.data, mesh.triangles?.data);
11681168
cmd.properties.SetBuffer(CmdDraw.vertexBufferId, _computeBuffer);
11691169
cmd.properties.SetBuffer(CmdDraw.indexBufferId, _indexBuffer);
11701170
cmd.properties.SetInt(CmdDraw.startIndexId, _startIndex);

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