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  1. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/Artifacts/3b/3b2efc9a56a3a7ebff7e6e19056ded3f +0 -0
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  9. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/Icons/Dark/d_Create_Edge.png.meta +128 -0
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  11. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/PastePanelStyle.uss.meta +10 -0
  12. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader +100 -0
  13. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader.meta +8 -0
  14. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteSkinBatch.cs.meta +11 -0
  15. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteSkinComposite.cs +754 -0
  16. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteSkinUtility.cs.meta +11 -0
  17. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/TransformAccessJob.cs +263 -0
  18. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/TransformAccessJob.cs.meta +11 -0
  19. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle.meta +8 -0
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+
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+
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+ struct appdata_t {
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+ float4 vertex : POSITION;
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+ fixed4 color : COLOR;
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+ float2 texcoord : TEXCOORD0;
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+ UNITY_VERTEX_INPUT_INSTANCE_ID
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+
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+ v2f vert (appdata_t v)
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+ {
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+ o.color = v.color;
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+ o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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+ return o;
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+ }
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+
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+ fixed4 frag (v2f i) : SV_Target
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+ {
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+
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+ if (_AdjustLinearForGamma)
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+ col.rgb = LinearToGammaSpace(col.rgb);
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+
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+ col = lerp(col, i.color, _VertexColorBlend);
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+ col.a *= tex2D(_GUIClipTexture, i.clipUV).a * _Opacity;
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+ return col;
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+ }
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+ ENDCG
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+
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+ SubShader {
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+
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+ Tags { "ForceSupported" = "True" }
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+
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+ Lighting Off
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+ Blend SrcAlpha OneMinusSrcAlpha, One One
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+ Cull Off
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+ ZWrite Off
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+ ZTest Always
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+
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+ Pass {
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+ CGPROGRAM
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+ ENDCG
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+ Tags { "ForceSupported" = "True" }
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+ Lighting Off
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+
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+ CGPROGRAM
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+ ENDCG
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+ }
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+ }
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benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteSkinComposite.cs ADDED
@@ -0,0 +1,754 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #if ENABLE_ANIMATION_COLLECTION
2
+ using System;
3
+ using Unity.Mathematics;
4
+ using System.Collections.Generic;
5
+ using Unity.Collections;
6
+ using Unity.Jobs;
7
+ using Unity.Collections.LowLevel.Unsafe;
8
+ using UnityEngine.U2D.Common;
9
+ using UnityEngine.Profiling;
10
+ using Unity.Burst;
11
+ using UnityEngine.Assertions;
12
+
13
+ namespace UnityEngine.U2D.Animation
14
+ {
15
+ internal struct PerSkinJobData
16
+ {
17
+ public int deformVerticesStartPos;
18
+ public int2 bindPosesIndex;
19
+ public int2 verticesIndex;
20
+ }
21
+
22
+ internal struct SpriteSkinData
23
+ {
24
+ public NativeCustomSlice<Vector3> vertices;
25
+ public NativeCustomSlice<BoneWeight> boneWeights;
26
+ public NativeCustomSlice<Matrix4x4> bindPoses;
27
+ public NativeCustomSlice<Vector4> tangents;
28
+ public bool hasTangents;
29
+ public int spriteVertexStreamSize;
30
+ public int spriteVertexCount;
31
+ public int tangentVertexOffset;
32
+ public int deformVerticesStartPos;
33
+ public int transformId;
34
+ public NativeCustomSlice<int> boneTransformId;
35
+ }
36
+
37
+ #if ENABLE_ANIMATION_BURST
38
+ [BurstCompile]
39
+ #endif
40
+ internal struct PrepareDeformJob :IJob
41
+ {
42
+ [ReadOnly]
43
+ public NativeArray<PerSkinJobData> perSkinJobData;
44
+ [ReadOnly]
45
+ public int batchDataSize;
46
+ [WriteOnly]
47
+ public NativeArray<int2> boneLookupData;
48
+ [WriteOnly]
49
+ public NativeArray<int2> vertexLookupData;
50
+
51
+ public void Execute()
52
+ {
53
+ for (int i = 0; i < batchDataSize; ++i)
54
+ {
55
+ var jobData = perSkinJobData[i];
56
+ for (int k = 0, j = jobData.bindPosesIndex.x; j < jobData.bindPosesIndex.y; ++j, ++k)
57
+ {
58
+ boneLookupData[j] = new int2(i, k);
59
+ }
60
+ for (int k = 0, j = jobData.verticesIndex.x; j < jobData.verticesIndex.y; ++j, ++k)
61
+ {
62
+ vertexLookupData[j] = new int2(i, k);
63
+ }
64
+ }
65
+ }
66
+ }
67
+
68
+ #if ENABLE_ANIMATION_BURST
69
+ [BurstCompile]
70
+ #endif
71
+ internal struct BoneDeformBatchedJob : IJobParallelFor
72
+ {
73
+ [ReadOnly]
74
+ public NativeArray<float4x4> boneTransform;
75
+ [ReadOnly]
76
+ public NativeArray<float4x4> rootTransform;
77
+ [ReadOnly]
78
+ public NativeArray<int2> boneLookupData;
79
+ [ReadOnly]
80
+ public NativeArray<SpriteSkinData> spriteSkinData;
81
+ [ReadOnly]
82
+ public NativeHashMap<int, TransformAccessJob.TransformData> rootTransformIndex;
83
+ [ReadOnly]
84
+ public NativeHashMap<int, TransformAccessJob.TransformData> boneTransformIndex;
85
+ [WriteOnly]
86
+ public NativeArray<float4x4> finalBoneTransforms;
87
+
88
+ public void Execute(int i)
89
+ {
90
+ int x = boneLookupData[i].x;
91
+ int y = boneLookupData[i].y;
92
+ var ssd = spriteSkinData[x];
93
+ var v = ssd.boneTransformId[y];
94
+ var index = boneTransformIndex[v].transformIndex;
95
+ if (index < 0)
96
+ return;
97
+ var aa = boneTransform[index];
98
+ var bb = ssd.bindPoses[y];
99
+ var cc = rootTransformIndex[ssd.transformId].transformIndex;
100
+ finalBoneTransforms[i] = math.mul(rootTransform[cc], math.mul(aa, bb));
101
+ }
102
+ }
103
+
104
+ #if ENABLE_ANIMATION_BURST
105
+ [BurstCompile]
106
+ #endif
107
+
108
+ internal struct SkinDeformBatchedJob : IJobParallelFor
109
+ {
110
+ public NativeSlice<byte> vertices;
111
+
112
+ [ReadOnly]
113
+ public NativeArray<float4x4> finalBoneTransforms;
114
+ [ReadOnly]
115
+ public NativeArray<PerSkinJobData> perSkinJobData;
116
+ [ReadOnly]
117
+ public NativeArray<SpriteSkinData> spriteSkinData;
118
+ [ReadOnly]
119
+ public NativeArray<int2> vertexLookupData;
120
+
121
+ public unsafe void Execute(int i)
122
+ {
123
+ int j = vertexLookupData[i].x;
124
+ int k = vertexLookupData[i].y;
125
+
126
+ PerSkinJobData perSkinData = perSkinJobData[j];
127
+ var spriteSkin = spriteSkinData[j];
128
+ float3 srcVertex = spriteSkin.vertices[k];
129
+ float4 tangents = spriteSkin.tangents[k];
130
+ var influence = spriteSkin.boneWeights[k];
131
+
132
+ int bone0 = influence.boneIndex0 + perSkinData.bindPosesIndex.x;
133
+ int bone1 = influence.boneIndex1 + perSkinData.bindPosesIndex.x;
134
+ int bone2 = influence.boneIndex2 + perSkinData.bindPosesIndex.x;
135
+ int bone3 = influence.boneIndex3 + perSkinData.bindPosesIndex.x;
136
+
137
+ byte* deformedPosOffset = (byte*)vertices.GetUnsafePtr();
138
+ byte* deformedPosStart = deformedPosOffset + spriteSkin.deformVerticesStartPos;
139
+ NativeSlice<float3> deformableVerticesFloat3 = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float3>(deformedPosStart, spriteSkin.spriteVertexStreamSize, spriteSkin.spriteVertexCount);
140
+ #if ENABLE_UNITY_COLLECTIONS_CHECKS
141
+ NativeSliceUnsafeUtility.SetAtomicSafetyHandle(ref deformableVerticesFloat3, NativeSliceUnsafeUtility.GetAtomicSafetyHandle(vertices));
142
+ #endif
143
+ if (spriteSkin.hasTangents)
144
+ {
145
+ byte* deformedTanOffset = deformedPosStart + spriteSkin.tangentVertexOffset;
146
+ var deformableTangentsFloat4 = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float4>(deformedTanOffset, spriteSkin.spriteVertexStreamSize, spriteSkin.spriteVertexCount);
147
+ #if ENABLE_UNITY_COLLECTIONS_CHECKS
148
+ NativeSliceUnsafeUtility.SetAtomicSafetyHandle(ref deformableTangentsFloat4, NativeSliceUnsafeUtility.GetAtomicSafetyHandle(vertices));
149
+ #endif
150
+ var tangent = new float4(tangents.xyz, 0.0f);
151
+ tangent =
152
+ math.mul(finalBoneTransforms[bone0], tangent) * influence.weight0 +
153
+ math.mul(finalBoneTransforms[bone1], tangent) * influence.weight1 +
154
+ math.mul(finalBoneTransforms[bone2], tangent) * influence.weight2 +
155
+ math.mul(finalBoneTransforms[bone3], tangent) * influence.weight3;
156
+ deformableTangentsFloat4[k] = new float4(math.normalize(tangent.xyz), tangents.w);
157
+ }
158
+
159
+ deformableVerticesFloat3[k] =
160
+ math.transform(finalBoneTransforms[bone0], srcVertex) * influence.weight0 +
161
+ math.transform(finalBoneTransforms[bone1], srcVertex) * influence.weight1 +
162
+ math.transform(finalBoneTransforms[bone2], srcVertex) * influence.weight2 +
163
+ math.transform(finalBoneTransforms[bone3], srcVertex) * influence.weight3;
164
+ }
165
+ }
166
+
167
+ #if ENABLE_ANIMATION_BURST
168
+ [BurstCompile]
169
+ #endif
170
+ internal struct CalculateSpriteSkinAABBJob : IJobParallelFor
171
+ {
172
+ public NativeSlice<byte> vertices;
173
+ [ReadOnly]
174
+ public NativeArray<bool> isSpriteSkinValidForDeformArray;
175
+ [ReadOnly]
176
+ public NativeArray<SpriteSkinData> spriteSkinData;
177
+
178
+ [WriteOnly]
179
+ public NativeArray<Bounds> bounds;
180
+
181
+ public unsafe void Execute(int i)
182
+ {
183
+ if (!isSpriteSkinValidForDeformArray[i])
184
+ return;
185
+
186
+ var spriteSkin = spriteSkinData[i];
187
+ byte* deformedPosOffset = (byte*)vertices.GetUnsafePtr();
188
+ NativeSlice<float3> deformableVerticesFloat3 = NativeSliceUnsafeUtility.ConvertExistingDataToNativeSlice<float3>(deformedPosOffset + spriteSkin.deformVerticesStartPos, spriteSkin.spriteVertexStreamSize, spriteSkin.spriteVertexCount);
189
+
190
+ #if ENABLE_UNITY_COLLECTIONS_CHECKS
191
+ NativeSliceUnsafeUtility.SetAtomicSafetyHandle(ref deformableVerticesFloat3, NativeSliceUnsafeUtility.GetAtomicSafetyHandle(vertices));
192
+ #endif
193
+
194
+ bounds[i] = SpriteSkinUtility.CalculateSpriteSkinBounds(deformableVerticesFloat3);
195
+ }
196
+ }
197
+
198
+ #if ENABLE_ANIMATION_BURST
199
+ [BurstCompile]
200
+ #endif
201
+ internal struct FillPerSkinJobSingleThread : IJob
202
+ {
203
+ public PerSkinJobData combinedSkinBatch;
204
+
205
+ [ReadOnly]
206
+ public NativeArray<bool> isSpriteSkinValidForDeformArray;
207
+
208
+ public NativeArray<SpriteSkinData> spriteSkinDataArray;
209
+ public NativeArray<PerSkinJobData> perSkinJobDataArray;
210
+
211
+ public NativeArray<PerSkinJobData> combinedSkinBatchArray;
212
+
213
+ public void Execute()
214
+ {
215
+ var startIndex = 0;
216
+ var endIndex = spriteSkinDataArray.Length;
217
+ for (int index = startIndex; index < endIndex; ++index)
218
+ {
219
+ var spriteSkinData = spriteSkinDataArray[index];
220
+ spriteSkinData.deformVerticesStartPos = -1;
221
+ var vertexBufferSize = 0;
222
+ var vertexCount = 0;
223
+ var bindPoseCount = 0;
224
+ if (isSpriteSkinValidForDeformArray[index])
225
+ {
226
+ spriteSkinData.deformVerticesStartPos = combinedSkinBatch.deformVerticesStartPos;
227
+ vertexBufferSize = spriteSkinData.spriteVertexCount * spriteSkinData.spriteVertexStreamSize;
228
+ vertexCount = spriteSkinData.spriteVertexCount;
229
+ bindPoseCount = spriteSkinData.bindPoses.Length;
230
+ }
231
+ combinedSkinBatch.verticesIndex.x = combinedSkinBatch.verticesIndex.y;
232
+ combinedSkinBatch.verticesIndex.y = combinedSkinBatch.verticesIndex.x + vertexCount;
233
+ combinedSkinBatch.bindPosesIndex.x = combinedSkinBatch.bindPosesIndex.y;
234
+ combinedSkinBatch.bindPosesIndex.y = combinedSkinBatch.bindPosesIndex.x + bindPoseCount;
235
+ spriteSkinDataArray[index] = spriteSkinData;
236
+ perSkinJobDataArray[index] = combinedSkinBatch;
237
+ combinedSkinBatch.deformVerticesStartPos += vertexBufferSize;
238
+ }
239
+ combinedSkinBatchArray[0] = combinedSkinBatch;
240
+ }
241
+ }
242
+
243
+ #if ENABLE_ANIMATION_BURST
244
+ [BurstCompile]
245
+ #endif
246
+ internal struct CopySpriteRendererBuffersJob : IJobParallelFor
247
+ {
248
+ [ReadOnly]
249
+ public NativeArray<bool> isSpriteSkinValidForDeformArray;
250
+ [ReadOnly]
251
+ public NativeArray<SpriteSkinData> spriteSkinData;
252
+ [ReadOnly, NativeDisableUnsafePtrRestriction]
253
+ public IntPtr ptrVertices;
254
+
255
+ [WriteOnly]
256
+ public NativeArray<IntPtr> buffers;
257
+ [WriteOnly]
258
+ public NativeArray<int> bufferSizes;
259
+
260
+ public void Execute(int i)
261
+ {
262
+ var skinData = spriteSkinData[i];
263
+ IntPtr startVertices = default(IntPtr);
264
+ var vertexBufferLength = 0;
265
+ if (isSpriteSkinValidForDeformArray[i])
266
+ {
267
+ startVertices = ptrVertices + skinData.deformVerticesStartPos;
268
+ vertexBufferLength = skinData.spriteVertexCount * skinData.spriteVertexStreamSize;
269
+ }
270
+ buffers[i] = startVertices;
271
+ bufferSizes[i] = vertexBufferLength;
272
+ }
273
+ }
274
+
275
+ internal class SpriteSkinComposite : ScriptableObject
276
+ {
277
+ static SpriteSkinComposite m_Instance;
278
+
279
+ public static SpriteSkinComposite instance
280
+ {
281
+ get
282
+ {
283
+ if (m_Instance == null)
284
+ {
285
+ var composite = Resources.FindObjectsOfTypeAll<SpriteSkinComposite>();
286
+ if (composite.Length > 0)
287
+ m_Instance = composite[0];
288
+ else
289
+ m_Instance = ScriptableObject.CreateInstance<SpriteSkinComposite>();
290
+ m_Instance.hideFlags = HideFlags.HideAndDontSave;
291
+ m_Instance.Init();
292
+ }
293
+ return m_Instance;
294
+ }
295
+ }
296
+
297
+ List<SpriteSkin> m_SpriteSkins = new List<SpriteSkin>();
298
+ List<SpriteSkin> m_SpriteSkinLateUpdate = new List<SpriteSkin>();
299
+ SpriteRenderer[] m_SpriteRenderers = new SpriteRenderer[0];
300
+
301
+ DeformVerticesBuffer m_DeformedVerticesBuffer;
302
+ NativeArray<float4x4> m_FinalBoneTransforms;
303
+
304
+ NativeArray<bool> m_IsSpriteSkinActiveForDeform;
305
+ NativeArray<SpriteSkinData> m_SpriteSkinData;
306
+ NativeArray<PerSkinJobData> m_PerSkinJobData;
307
+ NativeArray<Bounds> m_BoundsData;
308
+ NativeArray<IntPtr> m_Buffers;
309
+ NativeArray<int> m_BufferSizes;
310
+
311
+ NativeArray<int2> m_BoneLookupData;
312
+ NativeArray<int2> m_VertexLookupData;
313
+ NativeArray<PerSkinJobData> m_SkinBatchArray;
314
+ TransformAccessJob m_LocalToWorldTransformAccessJob;
315
+ TransformAccessJob m_WorldToLocalTransformAccessJob;
316
+ JobHandle m_BoundJobHandle;
317
+ JobHandle m_DeformJobHandle;
318
+ JobHandle m_CopyJobHandle;
319
+
320
+ [SerializeField]
321
+ GameObject m_Helper;
322
+
323
+ internal GameObject helperGameObject
324
+ {
325
+ get => m_Helper;
326
+ }
327
+
328
+ internal void RemoveTransformById(int transformId)
329
+ {
330
+ m_LocalToWorldTransformAccessJob.RemoveTransformById(transformId);
331
+ }
332
+
333
+ internal void AddSpriteSkinBoneTransform(SpriteSkin spriteSkin)
334
+ {
335
+ if (spriteSkin == null)
336
+ return;
337
+ if (spriteSkin.boneTransforms != null)
338
+ {
339
+ foreach (var t in spriteSkin.boneTransforms)
340
+ {
341
+ if(t != null)
342
+ m_LocalToWorldTransformAccessJob.AddTransform(t);
343
+ }
344
+ }
345
+ }
346
+
347
+ internal void AddSpriteSkinRootBoneTransform(SpriteSkin spriteSkin)
348
+ {
349
+ if (spriteSkin == null || spriteSkin.rootBone == null)
350
+ return;
351
+ m_LocalToWorldTransformAccessJob.AddTransform(spriteSkin.rootBone);
352
+ }
353
+
354
+ internal void AddSpriteSkin(SpriteSkin spriteSkin)
355
+ {
356
+ if (spriteSkin == null)
357
+ return;
358
+
359
+ bool added = m_SpriteSkins.Contains(spriteSkin);
360
+ Debug.Assert(!added, string.Format("SpriteSkin {0} is already added", spriteSkin.gameObject.name));
361
+ if (!added)
362
+ {
363
+ m_SpriteSkins.Add(spriteSkin);
364
+ var count = m_SpriteSkins.Count;
365
+ Array.Resize(ref m_SpriteRenderers, count);
366
+ m_SpriteRenderers[count - 1] = spriteSkin.spriteRenderer;
367
+ m_WorldToLocalTransformAccessJob.AddTransform(spriteSkin.transform);
368
+ if (m_IsSpriteSkinActiveForDeform.IsCreated)
369
+ {
370
+ NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_IsSpriteSkinActiveForDeform, count);
371
+ NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_PerSkinJobData, count);
372
+ NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_SpriteSkinData, count);
373
+ NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_BoundsData, count);
374
+ NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_Buffers, count);
375
+ NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_BufferSizes, count);
376
+ CopyToSpriteSkinData(count - 1);
377
+ }
378
+ }
379
+ }
380
+
381
+ internal void CopyToSpriteSkinData(SpriteSkin spriteSkin)
382
+ {
383
+ if (spriteSkin == null)
384
+ return;
385
+ int index = m_SpriteSkins.IndexOf(spriteSkin);
386
+ if (index < 0)
387
+ return;
388
+ CopyToSpriteSkinData(index);
389
+ }
390
+
391
+ private void CopyToSpriteSkinData(int index)
392
+ {
393
+ if (index < 0 || index >= m_SpriteSkins.Count || !m_SpriteSkinData.IsCreated)
394
+ return;
395
+
396
+ SpriteSkinData spriteSkinData = default(SpriteSkinData);
397
+ var spriteSkin = m_SpriteSkins[index];
398
+ spriteSkin.CopyToSpriteSkinData(ref spriteSkinData, index);
399
+ m_SpriteSkinData[index] = spriteSkinData;
400
+ m_SpriteRenderers[index] = spriteSkin.spriteRenderer;
401
+ }
402
+
403
+ internal void RemoveSpriteSkin(SpriteSkin spriteSkin)
404
+ {
405
+ int index = m_SpriteSkins.IndexOf(spriteSkin);
406
+ if (index < 0)
407
+ return;
408
+
409
+ // Check if it is not the last SpriteSkin
410
+ if (index < m_SpriteSkins.Count - 1)
411
+ {
412
+ m_SpriteSkins.RemoveAtSwapBack(index);
413
+ CopyToSpriteSkinData(index);
414
+ }
415
+ else
416
+ {
417
+ m_SpriteSkins.RemoveAt(index);
418
+ }
419
+
420
+ var count = m_SpriteSkins.Count;
421
+ Array.Resize(ref m_SpriteRenderers, count);
422
+ NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_IsSpriteSkinActiveForDeform, count);
423
+ NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_PerSkinJobData, count);
424
+ NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_SpriteSkinData, count);
425
+ NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_BoundsData, count);
426
+ NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_Buffers, count);
427
+ NativeArrayHelpers.ResizeAndCopyIfNeeded(ref m_BufferSizes, count);
428
+
429
+ m_WorldToLocalTransformAccessJob.RemoveTransform(spriteSkin.transform);
430
+ }
431
+
432
+ internal void AddSpriteSkinForLateUpdate(SpriteSkin spriteSkin)
433
+ {
434
+ if (spriteSkin == null)
435
+ return;
436
+
437
+ bool added = m_SpriteSkinLateUpdate.Contains(spriteSkin);
438
+ Debug.Assert( !added, string.Format("SpriteSkin {0} is already added for LateUpdate", spriteSkin.gameObject.name));
439
+ if (!added)
440
+ {
441
+ m_SpriteSkinLateUpdate.Add(spriteSkin);
442
+ }
443
+ }
444
+
445
+ internal void RemoveSpriteSkinForLateUpdate(SpriteSkin spriteSkin)
446
+ {
447
+ m_SpriteSkinLateUpdate.Remove(spriteSkin);
448
+ }
449
+
450
+ void Init()
451
+ {
452
+ if(m_LocalToWorldTransformAccessJob == null)
453
+ m_LocalToWorldTransformAccessJob = new TransformAccessJob();
454
+ if(m_WorldToLocalTransformAccessJob == null)
455
+ m_WorldToLocalTransformAccessJob = new TransformAccessJob();
456
+ }
457
+
458
+ internal void ResetComposite()
459
+ {
460
+ foreach (var spriteSkin in m_SpriteSkins)
461
+ spriteSkin.batchSkinning = false;
462
+ m_SpriteSkins.Clear();
463
+ m_LocalToWorldTransformAccessJob.Destroy();
464
+ m_WorldToLocalTransformAccessJob.Destroy();
465
+ m_LocalToWorldTransformAccessJob = new TransformAccessJob();
466
+ m_WorldToLocalTransformAccessJob = new TransformAccessJob();
467
+ }
468
+
469
+ public void OnEnable()
470
+ {
471
+ m_Instance = this;
472
+ if (m_Helper == null)
473
+ {
474
+ m_Helper = new GameObject("SpriteSkinManager");
475
+ m_Helper.hideFlags = HideFlags.HideAndDontSave;
476
+ m_Helper.AddComponent<SpriteSkinManager.SpriteSkinManagerInternal>();
477
+ #if !UNITY_EDITOR
478
+ GameObject.DontDestroyOnLoad(m_Helper);
479
+ #endif
480
+ }
481
+
482
+ m_DeformedVerticesBuffer = new DeformVerticesBuffer(DeformVerticesBuffer.k_DefaultBufferSize);
483
+ m_FinalBoneTransforms = new NativeArray<float4x4>(1, Allocator.Persistent);
484
+ m_BoneLookupData = new NativeArray<int2>(1, Allocator.Persistent);
485
+ m_VertexLookupData = new NativeArray<int2>(1, Allocator.Persistent);
486
+ m_SkinBatchArray = new NativeArray<PerSkinJobData>(1, Allocator.Persistent);
487
+
488
+ Init();
489
+
490
+ // Initialise all existing SpriteSkins as execution order is indeterminate
491
+ int count = m_SpriteSkins.Count;
492
+ if (count > 0)
493
+ {
494
+ m_IsSpriteSkinActiveForDeform = new NativeArray<bool>(count, Allocator.Persistent);
495
+ m_PerSkinJobData = new NativeArray<PerSkinJobData>(count, Allocator.Persistent);
496
+ m_SpriteSkinData = new NativeArray<SpriteSkinData>(count, Allocator.Persistent);
497
+ m_BoundsData = new NativeArray<Bounds>(count, Allocator.Persistent);
498
+ m_Buffers = new NativeArray<IntPtr>(count, Allocator.Persistent);
499
+ m_BufferSizes = new NativeArray<int>(count, Allocator.Persistent);
500
+ for (int i = 0; i < count; ++i)
501
+ {
502
+ var spriteSkin = m_SpriteSkins[i];
503
+ spriteSkin.batchSkinning = true;
504
+ CopyToSpriteSkinData(i);
505
+ }
506
+ }
507
+ else
508
+ {
509
+ m_IsSpriteSkinActiveForDeform = new NativeArray<bool>(1, Allocator.Persistent);
510
+ m_PerSkinJobData = new NativeArray<PerSkinJobData>(1, Allocator.Persistent);
511
+ m_SpriteSkinData = new NativeArray<SpriteSkinData>(1, Allocator.Persistent);
512
+ m_BoundsData = new NativeArray<Bounds>(1, Allocator.Persistent);
513
+ m_Buffers = new NativeArray<IntPtr>(1, Allocator.Persistent);
514
+ m_BufferSizes = new NativeArray<int>(1, Allocator.Persistent);
515
+ }
516
+ }
517
+
518
+ private void OnDisable()
519
+ {
520
+ m_DeformJobHandle.Complete();
521
+ m_BoundJobHandle.Complete();
522
+ m_CopyJobHandle.Complete();
523
+ foreach (var spriteSkin in m_SpriteSkins)
524
+ spriteSkin.batchSkinning = false;
525
+ m_SpriteSkins.Clear();
526
+ m_SpriteRenderers = new SpriteRenderer[0];
527
+ m_DeformedVerticesBuffer.Dispose();
528
+ m_IsSpriteSkinActiveForDeform.DisposeIfCreated();
529
+ m_PerSkinJobData.DisposeIfCreated();
530
+ m_SpriteSkinData.DisposeIfCreated();
531
+ m_Buffers.DisposeIfCreated();
532
+ m_BufferSizes.DisposeIfCreated();
533
+ m_BoneLookupData.DisposeIfCreated();
534
+ m_VertexLookupData.DisposeIfCreated();
535
+ m_SkinBatchArray.DisposeIfCreated();
536
+ m_FinalBoneTransforms.DisposeIfCreated();
537
+ m_BoundsData.DisposeIfCreated();
538
+ if (m_Helper != null)
539
+ GameObject.DestroyImmediate(m_Helper);
540
+ m_LocalToWorldTransformAccessJob.Destroy();
541
+ m_WorldToLocalTransformAccessJob.Destroy();
542
+ }
543
+
544
+ internal unsafe void LateUpdate()
545
+ {
546
+ foreach (var ss in m_SpriteSkinLateUpdate)
547
+ {
548
+ if(ss != null)
549
+ ss.OnLateUpdate();
550
+ }
551
+
552
+ var count = m_SpriteSkins.Count;
553
+ if (count == 0)
554
+ return;
555
+
556
+ Profiler.BeginSample("SpriteSkinComposite.PrepareData");
557
+ Assert.AreEqual(m_IsSpriteSkinActiveForDeform.Length, count);
558
+ Assert.AreEqual(m_PerSkinJobData.Length, count);
559
+ Assert.AreEqual(m_SpriteSkinData.Length, count);
560
+ Assert.AreEqual(m_BoundsData.Length, count);
561
+ Assert.AreEqual(m_Buffers.Length, count);
562
+ Assert.AreEqual(m_BufferSizes.Length, count);
563
+ Assert.AreEqual(m_SpriteRenderers.Length, count);
564
+
565
+ Profiler.BeginSample("SpriteSkinComposite.ValidateSpriteSkinData");
566
+ for (int i = 0; i < m_SpriteSkins.Count; ++i)
567
+ {
568
+ var spriteSkin = m_SpriteSkins[i];
569
+ m_IsSpriteSkinActiveForDeform[i] = spriteSkin.BatchValidate();
570
+ if (m_IsSpriteSkinActiveForDeform[i] && spriteSkin.NeedUpdateCompositeCache())
571
+ {
572
+ CopyToSpriteSkinData(i);
573
+ }
574
+ }
575
+ Profiler.EndSample();
576
+
577
+ Profiler.BeginSample("SpriteSkinComposite.TransformAccessJob");
578
+ var localToWorldJobHandle = m_LocalToWorldTransformAccessJob.StartLocalToWorldJob();
579
+ var worldToLocalJobHandle = m_WorldToLocalTransformAccessJob.StartWorldToLocalJob();
580
+ Profiler.EndSample();
581
+
582
+ Profiler.BeginSample("SpriteSkinComposite.GetSpriteSkinBatchData");
583
+ NativeArrayHelpers.ResizeIfNeeded(ref m_SkinBatchArray, 1);
584
+ FillPerSkinJobSingleThread fillPerSkinJobSingleThread = new FillPerSkinJobSingleThread()
585
+ {
586
+ isSpriteSkinValidForDeformArray = m_IsSpriteSkinActiveForDeform,
587
+ combinedSkinBatchArray = m_SkinBatchArray,
588
+ spriteSkinDataArray = m_SpriteSkinData,
589
+ perSkinJobDataArray = m_PerSkinJobData,
590
+ };
591
+ fillPerSkinJobSingleThread.Run();
592
+ Profiler.EndSample();
593
+ Profiler.EndSample();
594
+
595
+ var skinBatch = m_SkinBatchArray[0];
596
+ int batchCount = m_SpriteSkinData.Length;
597
+ int vertexBufferSize = skinBatch.deformVerticesStartPos;
598
+ if (vertexBufferSize <= 0)
599
+ {
600
+ localToWorldJobHandle.Complete();
601
+ worldToLocalJobHandle.Complete();
602
+ return;
603
+ }
604
+
605
+ Profiler.BeginSample("SpriteSkinComposite.ResizeBuffers");
606
+ var deformVertices = m_DeformedVerticesBuffer.GetBuffer(vertexBufferSize);
607
+ NativeArrayHelpers.ResizeIfNeeded(ref m_FinalBoneTransforms, skinBatch.bindPosesIndex.y);
608
+ NativeArrayHelpers.ResizeIfNeeded(ref m_BoneLookupData, skinBatch.bindPosesIndex.y);
609
+ NativeArrayHelpers.ResizeIfNeeded(ref m_VertexLookupData, skinBatch.verticesIndex.y);
610
+ Profiler.EndSample();
611
+
612
+ Profiler.BeginSample("SpriteSkinComposite.Prepare");
613
+ PrepareDeformJob prepareJob = new PrepareDeformJob
614
+ {
615
+ batchDataSize = batchCount,
616
+ perSkinJobData = m_PerSkinJobData,
617
+ boneLookupData = m_BoneLookupData,
618
+ vertexLookupData = m_VertexLookupData
619
+ };
620
+ var jobHandle = prepareJob.Schedule();
621
+ Profiler.EndSample();
622
+
623
+ Profiler.BeginSample("SpriteSkinComposite.ScheduleJobs");
624
+ BoneDeformBatchedJob boneJobBatched = new BoneDeformBatchedJob()
625
+ {
626
+ boneTransform = m_LocalToWorldTransformAccessJob.transformMatrix,
627
+ rootTransform = m_WorldToLocalTransformAccessJob.transformMatrix,
628
+ spriteSkinData = m_SpriteSkinData,
629
+ boneLookupData = m_BoneLookupData,
630
+ finalBoneTransforms = m_FinalBoneTransforms,
631
+ rootTransformIndex = m_WorldToLocalTransformAccessJob.transformData,
632
+ boneTransformIndex = m_LocalToWorldTransformAccessJob.transformData
633
+ };
634
+ jobHandle = JobHandle.CombineDependencies(localToWorldJobHandle, worldToLocalJobHandle, jobHandle);
635
+ jobHandle = boneJobBatched.Schedule(skinBatch.bindPosesIndex.y, 8, jobHandle);
636
+
637
+ SkinDeformBatchedJob skinJobBatched = new SkinDeformBatchedJob()
638
+ {
639
+ vertices = deformVertices,
640
+ vertexLookupData = m_VertexLookupData,
641
+ spriteSkinData = m_SpriteSkinData,
642
+ perSkinJobData = m_PerSkinJobData,
643
+ finalBoneTransforms = m_FinalBoneTransforms,
644
+ };
645
+ m_DeformJobHandle = skinJobBatched.Schedule(skinBatch.verticesIndex.y, 16, jobHandle);
646
+
647
+ CopySpriteRendererBuffersJob copySpriteRendererBuffersJob = new CopySpriteRendererBuffersJob()
648
+ {
649
+ isSpriteSkinValidForDeformArray = m_IsSpriteSkinActiveForDeform,
650
+ spriteSkinData = m_SpriteSkinData,
651
+ ptrVertices = (IntPtr) NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(deformVertices),
652
+ buffers = m_Buffers,
653
+ bufferSizes = m_BufferSizes,
654
+ };
655
+ m_CopyJobHandle = copySpriteRendererBuffersJob.Schedule(batchCount, 16, jobHandle);
656
+
657
+ CalculateSpriteSkinAABBJob updateBoundJob = new CalculateSpriteSkinAABBJob
658
+ {
659
+ vertices = deformVertices,
660
+ isSpriteSkinValidForDeformArray = m_IsSpriteSkinActiveForDeform,
661
+ spriteSkinData = m_SpriteSkinData,
662
+ bounds = m_BoundsData,
663
+ };
664
+ m_BoundJobHandle = updateBoundJob.Schedule(batchCount, 4, m_DeformJobHandle);
665
+ Profiler.EndSample();
666
+
667
+ JobHandle.ScheduleBatchedJobs();
668
+ jobHandle = JobHandle.CombineDependencies(m_BoundJobHandle, m_CopyJobHandle);
669
+ jobHandle.Complete();
670
+
671
+ Profiler.BeginSample("SpriteSkinComposite.SetBatchDeformableBufferAndLocalAABB");
672
+ InternalEngineBridge.SetBatchDeformableBufferAndLocalAABBArray(m_SpriteRenderers, m_Buffers, m_BufferSizes, m_BoundsData);
673
+ Profiler.EndSample();
674
+ }
675
+
676
+ internal bool HasDeformableBufferForSprite(int dataIndex)
677
+ {
678
+ if (dataIndex < 0 && m_IsSpriteSkinActiveForDeform.Length >= dataIndex)
679
+ throw new InvalidOperationException("Invalid index for deformable buffer");
680
+ return m_IsSpriteSkinActiveForDeform[dataIndex];
681
+ }
682
+
683
+ internal unsafe NativeArray<byte> GetDeformableBufferForSprite(int dataIndex)
684
+ {
685
+ if (dataIndex < 0 && m_SpriteSkinData.Length >= dataIndex)
686
+ throw new InvalidOperationException("Invalid index for deformable buffer");
687
+
688
+ if (!m_DeformJobHandle.IsCompleted)
689
+ m_DeformJobHandle.Complete();
690
+
691
+ var skinData = m_SpriteSkinData[dataIndex];
692
+ if (skinData.deformVerticesStartPos < 0)
693
+ throw new InvalidOperationException("There are no currently deformed vertices.");
694
+
695
+ var vertexBufferLength = skinData.spriteVertexCount * skinData.spriteVertexStreamSize;
696
+ var deformVertices = m_DeformedVerticesBuffer.GetCurrentBuffer();
697
+ byte* ptrVertices = (byte*)deformVertices.GetUnsafeReadOnlyPtr();
698
+ ptrVertices += skinData.deformVerticesStartPos;
699
+ var buffer = NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray<byte>(ptrVertices, vertexBufferLength, Allocator.None);
700
+ #if ENABLE_UNITY_COLLECTIONS_CHECKS
701
+ NativeArrayUnsafeUtility.SetAtomicSafetyHandle(ref buffer, NativeArrayUnsafeUtility.GetAtomicSafetyHandle(deformVertices));
702
+ #endif
703
+ return buffer;
704
+ }
705
+
706
+ // Code for tests
707
+ #region Code For Tests
708
+ internal string GetDebugLog()
709
+ {
710
+ var log = "";
711
+ log = "====SpriteSkinLateUpdate===\n";
712
+ log += "Count: " + m_SpriteSkinLateUpdate.Count +"\n";
713
+ foreach (var ss in m_SpriteSkinLateUpdate)
714
+ {
715
+ log += ss == null ? "null" : ss.name;
716
+ log += "\n";
717
+ }
718
+ log += "\n";
719
+
720
+ log += "===SpriteSkinBatch===\n";
721
+ log += "Count: " + m_SpriteSkins.Count +"\n";
722
+ foreach (var ss in m_SpriteSkins)
723
+ {
724
+ log += ss == null ? "null" : ss.name;
725
+ log += "\n";
726
+ }
727
+
728
+ log += "===LocalToWorldTransformAccessJob===\n";
729
+ log += m_LocalToWorldTransformAccessJob.GetDebugLog();
730
+ log += "\n";
731
+ log += "===WorldToLocalTransformAccessJob===\n";
732
+ log += "\n";
733
+ log += m_WorldToLocalTransformAccessJob.GetDebugLog();
734
+ return log;
735
+ }
736
+
737
+ internal SpriteSkin[] GetSpriteSkins()
738
+ {
739
+ return m_SpriteSkins.ToArray();
740
+ }
741
+
742
+ internal TransformAccessJob GetWorldToLocalTransformAccessJob()
743
+ {
744
+ return m_WorldToLocalTransformAccessJob;
745
+ }
746
+
747
+ internal TransformAccessJob GetLocalToWorldTransformAccessJob()
748
+ {
749
+ return m_LocalToWorldTransformAccessJob;
750
+ }
751
+ #endregion
752
+ }
753
+ }
754
+ #endif
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteSkinUtility.cs.meta ADDED
@@ -0,0 +1,11 @@
 
 
 
 
 
 
 
 
 
 
 
 
1
+ fileFormatVersion: 2
2
+ guid: 71f3a5c724055424d80f4940228fd9ae
3
+ MonoImporter:
4
+ externalObjects: {}
5
+ serializedVersion: 2
6
+ defaultReferences: []
7
+ executionOrder: 0
8
+ icon: {instanceID: 0}
9
+ userData:
10
+ assetBundleName:
11
+ assetBundleVariant:
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/TransformAccessJob.cs ADDED
@@ -0,0 +1,263 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #if ENABLE_ANIMATION_COLLECTION && ENABLE_ANIMATION_BURST
2
+ using System;
3
+ using System.Collections.Generic;
4
+ using Unity.Collections;
5
+ using Unity.Jobs;
6
+ using Unity.Mathematics;
7
+ using UnityEngine.Jobs;
8
+ using UnityEngine.Profiling;
9
+ using Unity.Burst;
10
+
11
+ namespace UnityEngine.U2D.Animation
12
+ {
13
+ internal class TransformAccessJob
14
+ {
15
+ internal struct TransformData
16
+ {
17
+ public int transformIndex;
18
+ public int refCount;
19
+
20
+ public TransformData(int index)
21
+ {
22
+ transformIndex = index;
23
+ refCount = 1;
24
+ }
25
+ }
26
+
27
+ Transform[] m_Transform;
28
+ TransformAccessArray m_TransformAccessArray;
29
+ NativeHashMap<int, TransformData> m_TransformData;
30
+ NativeArray<float4x4> m_TransformMatrix;
31
+ bool m_Dirty;
32
+ JobHandle m_JobHandle;
33
+
34
+ public TransformAccessJob()
35
+ {
36
+ m_TransformMatrix = new NativeArray<float4x4>(1, Allocator.Persistent);
37
+ m_TransformData = new NativeHashMap<int, TransformData>(1, Allocator.Persistent);
38
+ m_Transform = new Transform[0];
39
+ m_Dirty = false;
40
+ m_JobHandle = default(JobHandle);
41
+ }
42
+
43
+ public void Destroy()
44
+ {
45
+ m_JobHandle.Complete();
46
+ if (m_TransformMatrix.IsCreated)
47
+ m_TransformMatrix.Dispose();
48
+ if (m_TransformAccessArray.isCreated)
49
+ m_TransformAccessArray.Dispose();
50
+ if (m_TransformData.IsCreated)
51
+ m_TransformData.Dispose();
52
+ }
53
+
54
+ public NativeHashMap<int, TransformData> transformData
55
+ {
56
+ get { return m_TransformData; }
57
+ }
58
+
59
+ public NativeArray<float4x4> transformMatrix
60
+ {
61
+ get { return m_TransformMatrix; }
62
+ }
63
+
64
+ public void AddTransform(Transform t)
65
+ {
66
+ if (t == null || !m_TransformData.IsCreated)
67
+ return;
68
+ m_JobHandle.Complete();
69
+ int instanceId = t.GetInstanceID();
70
+ if (m_TransformData.ContainsKey(instanceId))
71
+ {
72
+ var transformData = m_TransformData[instanceId];
73
+ transformData.refCount += 1;
74
+ m_TransformData[instanceId] = transformData;
75
+ }
76
+ else
77
+ {
78
+ m_TransformData.TryAdd(instanceId, new TransformData(-1));
79
+ ArrayAdd(ref m_Transform, t);
80
+ m_Dirty = true;
81
+ }
82
+
83
+ }
84
+
85
+ static void ArrayAdd<T>(ref T[] array, T item)
86
+ {
87
+ int arraySize = array.Length;
88
+ Array.Resize(ref array, arraySize + 1);
89
+ array[arraySize] = item;
90
+ }
91
+
92
+ static void ArrayRemove<T>(ref T[] array, T item)
93
+ {
94
+ List<T> newList = new List<T>(array);
95
+ newList.Remove(item);
96
+ array = newList.ToArray();
97
+ }
98
+
99
+ public static void ArrayRemoveAt<T>(ref T[] array, int index)
100
+ {
101
+ List<T> list = new List<T>(array);
102
+ list.RemoveAt(index);
103
+ array = list.ToArray();
104
+ }
105
+
106
+ public void RemoveTransform(Transform t)
107
+ {
108
+ if (t == null || !m_TransformData.IsCreated)
109
+ return;
110
+ m_JobHandle.Complete();
111
+ int instanceId = t.GetInstanceID();
112
+ if (m_TransformData.ContainsKey(instanceId))
113
+ {
114
+ var transformData = m_TransformData[instanceId];
115
+ if (transformData.refCount == 1)
116
+ {
117
+ m_TransformData.Remove(instanceId);
118
+ ArrayRemove(ref m_Transform, t);
119
+ m_Dirty = true;
120
+ }
121
+ else
122
+ {
123
+ transformData.refCount -= 1;
124
+ m_TransformData[instanceId] = transformData;
125
+ }
126
+ }
127
+ }
128
+
129
+ void UpdateTransformIndex()
130
+ {
131
+ if (!m_Dirty)
132
+ return;
133
+ m_Dirty = false;
134
+ Profiler.BeginSample("UpdateTransformIndex");
135
+ NativeArrayHelpers.ResizeIfNeeded(ref m_TransformMatrix, m_Transform.Length);
136
+ if (!m_TransformAccessArray.isCreated)
137
+ TransformAccessArray.Allocate(m_Transform.Length, -1, out m_TransformAccessArray);
138
+ else if (m_TransformAccessArray.capacity != m_Transform.Length)
139
+ m_TransformAccessArray.capacity = m_Transform.Length;
140
+ m_TransformAccessArray.SetTransforms(m_Transform);
141
+
142
+ for (int i = 0; i < m_Transform.Length; ++i)
143
+ {
144
+ if (m_Transform[i] != null)
145
+ {
146
+ var instanceId = m_Transform[i].GetInstanceID();
147
+ var transformData = m_TransformData[instanceId];
148
+ transformData.transformIndex = i;
149
+ m_TransformData[instanceId] = transformData;
150
+ }
151
+ }
152
+ Profiler.EndSample();
153
+ }
154
+
155
+ public JobHandle StartLocalToWorldJob()
156
+ {
157
+ if (m_Transform.Length > 0)
158
+ {
159
+ m_JobHandle.Complete();
160
+ UpdateTransformIndex();
161
+ Profiler.BeginSample("StartLocalToWorldJob");
162
+ var job = new LocalToWorldTransformAccessJob()
163
+ {
164
+ outMatrix = transformMatrix,
165
+ };
166
+ m_JobHandle = job.Schedule(m_TransformAccessArray);
167
+ Profiler.EndSample();
168
+ return m_JobHandle;
169
+ }
170
+
171
+ return default(JobHandle);
172
+ }
173
+
174
+ public JobHandle StartWorldToLocalJob()
175
+ {
176
+ if (m_Transform.Length > 0)
177
+ {
178
+ m_JobHandle.Complete();
179
+ UpdateTransformIndex();
180
+ Profiler.BeginSample("StartWorldToLocalJob");
181
+ var job = new WorldToLocalTransformAccessJob()
182
+ {
183
+ outMatrix = transformMatrix,
184
+ };
185
+ m_JobHandle = job.Schedule(m_TransformAccessArray);
186
+ Profiler.EndSample();
187
+ return m_JobHandle;
188
+ }
189
+
190
+ return default(JobHandle);
191
+ }
192
+
193
+ internal string GetDebugLog()
194
+ {
195
+ var log = "";
196
+ log += "TransformData Count: " + m_TransformData.Count() + "\n";
197
+ log += "Transform Count: " + m_Transform.Length + "\n";
198
+ foreach (var ss in m_Transform)
199
+ {
200
+ log += ss == null ? "null" : ss.name + " " + ss.GetInstanceID();
201
+ log += "\n";
202
+ if (ss != null)
203
+ {
204
+ log += "RefCount: " + m_TransformData[ss.GetInstanceID()].refCount + "\n";
205
+ }
206
+
207
+ log += "\n";
208
+ }
209
+
210
+ return log;
211
+ }
212
+
213
+ internal void RemoveTransformById(int transformId)
214
+ {
215
+ if (!m_TransformData.IsCreated)
216
+ return;
217
+ m_JobHandle.Complete();
218
+ if (m_TransformData.ContainsKey(transformId))
219
+ {
220
+ var transformData = m_TransformData[transformId];
221
+ if (transformData.refCount == 1)
222
+ {
223
+ m_TransformData.Remove(transformId);
224
+ var index = Array.FindIndex(m_Transform, t => t.GetInstanceID() == transformId);
225
+ if (index >= 0)
226
+ {
227
+ ArrayRemoveAt(ref m_Transform, index);
228
+ }
229
+ m_Dirty = true;
230
+ }
231
+ else
232
+ {
233
+ transformData.refCount -= 1;
234
+ m_TransformData[transformId] = transformData;
235
+ }
236
+ }
237
+ }
238
+ }
239
+
240
+ [BurstCompile]
241
+ internal struct LocalToWorldTransformAccessJob : IJobParallelForTransform
242
+ {
243
+ [WriteOnly]
244
+ public NativeArray<float4x4> outMatrix;
245
+ public void Execute(int index, TransformAccess transform)
246
+ {
247
+ outMatrix[index] = transform.localToWorldMatrix;
248
+ }
249
+ }
250
+
251
+ [BurstCompile]
252
+ internal struct WorldToLocalTransformAccessJob : IJobParallelForTransform
253
+ {
254
+ [WriteOnly]
255
+ public NativeArray<float4x4> outMatrix;
256
+
257
+ public void Execute(int index, TransformAccess transform)
258
+ {
259
+ outMatrix[index] = transform.worldToLocalMatrix;
260
+ }
261
+ }
262
+ }
263
+ #endif
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