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optimize some new with cache remove lambda function (which will generate 10K gc per frame)
(1) create uiPicture and uiDrawCmds
replace delegates
MeshKey, MeshInfo => PoolItem
eliminate the use of dictionary/list in poolitemmanager
fix bug: scene builder build twice when compositeFrame
…er being cached in uiPath
yczhangsjtu
reviewed
Jul 5, 2019
try to keep the object pool as small as possible
adjust folder structure (move renderer out of utils)
# Conflicts: # Runtime/ui/painting/canvas_impl.cs # Runtime/ui/painting/txt/mesh_generator.cs # Runtime/ui/renderer/compositeCanvas/flow/physical_shape_layer.cs
…r2 (cont.) # Conflicts: # Runtime/ui/painting/canvas_impl.cs # Runtime/ui/painting/txt/mesh_generator.cs # Runtime/ui/renderer/compositeCanvas/flow/physical_shape_layer.cs
disable fast shadow
# Conflicts: # Runtime/ui/painting/canvas_impl.cs
…r2 (CONT.) # Conflicts: # Runtime/ui/painting/canvas_impl.cs
yczhangsjtu
reviewed
Jul 15, 2019
Paint paint2 = new Paint {color = spotColor}; | ||
canvas.setMatrix(_shadowMatrix); | ||
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_shadowPaint.color = new Color(spotColor.value); |
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我的理解是_shadowPaint重用了所有的Paint,用不用给Paint增加一个reset()函数?
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嗯嗯,主要是出于GC的考虑所以都复用的这同一个Paint。Paint主要是framework层在用,大部分使用都考虑没有复用的需求。因此reset这个接口的用处暂时不大。我们可以之后优化framework层的时候再添加?
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嗯,好的
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