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Refs #2521 - Improved exporting performance drastically by increasing…
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… allocated buffer more than needed to be able to skip extending chunk by chunk. No difference in export quality
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cpetry committed Dec 3, 2024
1 parent e5e7313 commit 66f37ba
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Showing 2 changed files with 9 additions and 13 deletions.
18 changes: 7 additions & 11 deletions Assets/UniGLTF/Runtime/UniGLTF/IO/ArrayByteBuffer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -43,22 +43,18 @@ public glTFBufferView Extend<T>(ArraySegment<T> array, glBufferTarget target = d

public glTFBufferView Extend(IntPtr p, int bytesLength, int stride, glBufferTarget target)
{
var tmp = m_bytes;
// alignment
var padding = m_used % stride == 0 ? 0 : stride - m_used % stride;
var requiredLength = m_used + padding + bytesLength;

if (m_bytes == null || m_used + padding + bytesLength > m_bytes.Length)
if (m_bytes == null || requiredLength > m_bytes.Length)
{
// recreate buffer
m_bytes = new Byte[m_used + padding + bytesLength];
var newLength = Math.Max(requiredLength, m_bytes?.Length * 2 ?? 256);
var newBuffer = new Byte[newLength];
if (m_used > 0)
{
Buffer.BlockCopy(tmp, 0, m_bytes, 0, m_used);
}
}
if (m_used + padding + bytesLength > m_bytes.Length)
{
throw new ArgumentOutOfRangeException();
Buffer.BlockCopy(m_bytes, 0, newBuffer, 0, m_used);
m_bytes = newBuffer;
}

Marshal.Copy(p, m_bytes, m_used + padding, bytesLength);
Expand All @@ -70,7 +66,7 @@ public glTFBufferView Extend(IntPtr p, int bytesLength, int stride, glBufferTarg
byteStride = stride,
target = target,
};
m_used = m_used + padding + bytesLength;
m_used = requiredLength;
return result;
}

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4 changes: 2 additions & 2 deletions Assets/UniGLTF/Runtime/UniGLTF/IO/NativeArrayManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -69,8 +69,8 @@ public NativeArray<T> CreateNativeArray<T>(int size) where T : struct
public NativeArray<T> CreateNativeArray<T>(ArraySegment<T> data) where T : struct
{
var array = CreateNativeArray<T>(data.Count);
// TODO: remove ToArray
array.CopyFrom(data.ToArray());
for (int i = 0; i < data.Count; i++)
array[i] = data.Array[data.Offset + i];
return array;
}

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