Core - Reduced memory allocations

This commit is contained in:
Diogo Trindade committed 2023-02-04 19:27:49 +00:00
1 parent a1086df41a
commit 9f20f52b22
2 files changed
+9 -10

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@@ -28,6 +28,8 @@ public abstract class PerLedLayerBrush<T> : PropertiesLayerBrush<T> where T : La
/// <returns>The color the LED will receive</returns>
public abstract SKColor GetColor(ArtemisLed led, SKPoint renderPoint);
private readonly SKPoint[] _points = new SKPoint[2];
internal override void InternalRender(SKCanvas canvas, SKRect bounds, SKPaint paint)
{
// We don't want rotation on this canvas because that'll displace the LEDs, translations are applied to the points of each LED instead
@@ -37,25 +39,21 @@ public abstract class PerLedLayerBrush<T> : PropertiesLayerBrush<T> where T : La
using SKPath pointsPath = new();
foreach (ArtemisLed artemisLed in Layer.Leds)
{
pointsPath.AddPoly(new[]
{
new SKPoint(0, 0),
new SKPoint(artemisLed.AbsoluteRectangle.Left - Layer.Bounds.Left, artemisLed.AbsoluteRectangle.Top - Layer.Bounds.Top)
});
_points[0] = new SKPoint(0, 0);
_points[1] = new SKPoint(artemisLed.AbsoluteRectangle.Left - Layer.Bounds.Left, artemisLed.AbsoluteRectangle.Top - Layer.Bounds.Top);
pointsPath.AddPoly(_points);
}
// Apply the translation to the points of each LED instead
if (Layer.General.TransformMode.CurrentValue == LayerTransformMode.Normal && SupportsTransformation)
pointsPath.Transform(Layer.GetTransformMatrix(true, true, true, true).Invert());
SKPoint[] points = pointsPath.Points;
TryOrBreak(() =>
{
for (int index = 0; index < Layer.Leds.Count; index++)
{
ArtemisLed artemisLed = Layer.Leds[index];
SKPoint renderPoint = points[index * 2 + 1];
SKPoint renderPoint = pointsPath.GetPoint(index * 2 + 1);
if (!float.IsFinite(renderPoint.X) || !float.IsFinite(renderPoint.Y))
continue;