modular-avatar/Runtime/ArmatureAwase/AllocationMap.cs
bd_ 37b0f3c036
opti: fix perf regressions in new armature lock system (#729)
* opti: fix perf regressions in new armature lock system

... by avoiding reinitializing everything whenever any target bone moves.

* chore: fixing unity 2019 issues
2024-03-05 17:26:30 +09:00

149 lines
4.6 KiB
C#

#region
using System;
using System.Collections.Generic;
#endregion
namespace nadena.dev.modular_avatar.core.armature_lock
{
internal interface ISegment
{
AllocationMap.DefragmentCallback Defragment { get; set; }
int Offset { get; }
int Length { get; }
}
internal class AllocationMap
{
public delegate void DefragmentCallback(int oldOffset, int newOffset, int length);
// Visible for unit tests
internal class Segment : ISegment
{
public int _offset;
public int _length;
public bool _inUse;
public AllocationMap.DefragmentCallback Defragment { get; set; }
public int Offset => _offset;
public int Length => _length;
internal Segment(int offset, int length, bool inUse)
{
_offset = offset;
_length = length;
_inUse = inUse;
}
}
/// <summary>
/// A list of allocated (and unallocated) segments.
///
/// Invariant: The last element (if any) is always inUse.
/// Invariant: No two consecutive elements are free (inUse = false).
///
/// </summary>
List<Segment> segments = new List<Segment>();
public ISegment Allocate(int requestedLength)
{
for (int i = 0; i < segments.Count; i++)
{
var segment = segments[i];
if (segment._inUse) continue;
if (segment._length == requestedLength)
{
segment._inUse = true;
return segment;
}
if (segment._length > requestedLength)
{
var remaining = new Segment(
segment._offset + requestedLength,
segment._length - requestedLength,
false
);
segment._length = requestedLength;
segment._inUse = true;
segments.Insert(i + 1, remaining);
return segment;
}
}
// Add a new in-use segment at the end
var newSegment = new Segment(
segments.Count == 0 ? 0 : segments[segments.Count - 1]._offset + segments[segments.Count - 1]._length,
requestedLength,
true
);
segments.Add(newSegment);
return newSegment;
}
public void FreeSegment(ISegment inputSegment)
{
var s = inputSegment as Segment;
if (s == null) throw new ArgumentException("Passed a foreign segment???");
int index = segments.BinarySearch(s, Comparer<Segment>.Create((a, b) => a._offset.CompareTo(b._offset)));
if (index < 0 || segments[index] != s) throw new Exception("Segment not found in FreeSegment");
if (index == segments.Count - 1)
{
segments.RemoveAt(index);
return;
}
if (index + 1 < segments.Count)
{
var next = segments[index + 1];
if (!next._inUse)
{
next._offset = s._offset;
next._length += s._length;
segments.RemoveAt(index);
return;
}
}
// Replace with a fresh segment object to avoid any issues with leaking old references to the segment
segments[index] = new Segment(s._offset, s._length, false);
}
/// <summary>
/// Defragments all free space. When a segment is moved, the passed callback is called with the old and new offsets,
/// and then the callback associated with the segment (if any) is also invoked.
/// </summary>
/// <param name="callback"></param>
public void Defragment(AllocationMap.DefragmentCallback callback)
{
int offset = 0;
for (int i = 0; i < segments.Count; i++)
{
var seg = segments[i];
if (!seg._inUse)
{
segments.RemoveAt(i);
i--;
continue;
}
if (seg._offset != offset)
{
callback(seg._offset, offset, seg._length);
seg.Defragment?.Invoke(seg._offset, offset, seg._length);
seg._offset = offset;
}
offset += seg.Length;
}
}
}
}