Fix the previous commit for improving memory consumption.
Allocate the list with the correct capacity ahead, and avoid any needs for increasing the capacity when applying the shadow later. --HG-- branch : liortal/improve-memory-behaviour-by-preallocatin-1444835033293pull/413/head
parent
0845316a6c
commit
6cba848e43
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@ -8,8 +8,7 @@ namespace UnityEngine.UI.Extensions
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[AddComponentMenu("UI/Effects/Extensions/Nicer Outline")]
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[AddComponentMenu("UI/Effects/Extensions/Nicer Outline")]
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public class NicerOutline : BaseMeshEffect
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public class NicerOutline : BaseMeshEffect
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{
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{
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// A constant factor used when allocating the vertex list.
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private const int VERTICES_PER_QUAD = 6;
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private const int GROWTH_FACTOR = 24;
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[SerializeField]
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[SerializeField]
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private Color m_EffectColor = new Color (0f, 0f, 0f, 0.5f);
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private Color m_EffectColor = new Color (0f, 0f, 0f, 0.5f);
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@ -94,10 +93,6 @@ namespace UnityEngine.UI.Extensions
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{
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{
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UIVertex vt;
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UIVertex vt;
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var neededCpacity = verts.Count * 2;
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if (verts.Capacity < neededCpacity)
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verts.Capacity = neededCpacity;
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for (int i = start; i < end; ++i)
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for (int i = start; i < end; ++i)
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{
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{
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vt = verts[i];
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vt = verts[i];
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@ -117,10 +112,6 @@ namespace UnityEngine.UI.Extensions
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protected void ApplyShadow(List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
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protected void ApplyShadow(List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
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{
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{
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var neededCpacity = verts.Count * 2;
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if (verts.Capacity < neededCpacity)
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verts.Capacity = neededCpacity;
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ApplyShadowZeroAlloc(verts, color, start, end, x, y);
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ApplyShadowZeroAlloc(verts, color, start, end, x, y);
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}
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}
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@ -131,8 +122,12 @@ namespace UnityEngine.UI.Extensions
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{
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{
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return;
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return;
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}
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}
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List < UIVertex > verts = new List<UIVertex>(GROWTH_FACTOR * mesh.vertices.Length);
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using (var helper = new VertexHelper(mesh))
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// Initilize a list with the correct capacity, to avoid unneeded allocations later.
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// The list will hold 9 copies of the vertex data (original + 8 copies).
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List < UIVertex > verts = new List<UIVertex>(9 * (mesh.vertices.Length / 4 * VERTICES_PER_QUAD));
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using (var helper = new VertexHelper(mesh))
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{
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{
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helper.GetUIVertexStream(verts);
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helper.GetUIVertexStream(verts);
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}
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}
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