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https://github.com/Artemis-RGB/Artemis
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Core - Reduced memory allocations
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@ -1,4 +1,5 @@
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using System.ComponentModel;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Runtime.CompilerServices;
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using Artemis.Core.Properties;
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@ -26,7 +27,7 @@ public abstract class CorePropertyChanged : INotifyPropertyChanged
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected bool RequiresUpdate<T>(ref T storage, T value)
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{
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return !Equals(storage, value);
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return !EqualityComparer<T>.Default.Equals(storage, value);
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}
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/// <summary>
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@ -28,6 +28,8 @@ public abstract class PerLedLayerBrush<T> : PropertiesLayerBrush<T> where T : La
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/// <returns>The color the LED will receive</returns>
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public abstract SKColor GetColor(ArtemisLed led, SKPoint renderPoint);
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private readonly SKPoint[] _points = new SKPoint[2];
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internal override void InternalRender(SKCanvas canvas, SKRect bounds, SKPaint paint)
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{
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// We don't want rotation on this canvas because that'll displace the LEDs, translations are applied to the points of each LED instead
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@ -37,25 +39,21 @@ public abstract class PerLedLayerBrush<T> : PropertiesLayerBrush<T> where T : La
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using SKPath pointsPath = new();
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foreach (ArtemisLed artemisLed in Layer.Leds)
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{
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pointsPath.AddPoly(new[]
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{
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new SKPoint(0, 0),
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new SKPoint(artemisLed.AbsoluteRectangle.Left - Layer.Bounds.Left, artemisLed.AbsoluteRectangle.Top - Layer.Bounds.Top)
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});
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_points[0] = new SKPoint(0, 0);
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_points[1] = new SKPoint(artemisLed.AbsoluteRectangle.Left - Layer.Bounds.Left, artemisLed.AbsoluteRectangle.Top - Layer.Bounds.Top);
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pointsPath.AddPoly(_points);
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}
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// Apply the translation to the points of each LED instead
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if (Layer.General.TransformMode.CurrentValue == LayerTransformMode.Normal && SupportsTransformation)
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pointsPath.Transform(Layer.GetTransformMatrix(true, true, true, true).Invert());
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SKPoint[] points = pointsPath.Points;
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TryOrBreak(() =>
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{
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for (int index = 0; index < Layer.Leds.Count; index++)
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{
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ArtemisLed artemisLed = Layer.Leds[index];
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SKPoint renderPoint = points[index * 2 + 1];
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SKPoint renderPoint = pointsPath.GetPoint(index * 2 + 1);
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if (!float.IsFinite(renderPoint.X) || !float.IsFinite(renderPoint.Y))
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continue;
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