using System; using UnityEngine; using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; using Unity.Jobs; namespace UnityEditor.U2D.Common { public struct FindTightRectJob : IJobParallelFor { [ReadOnly] [DeallocateOnJobCompletion] NativeArray m_Buffers; [ReadOnly] int m_Width; [ReadOnly] int m_Height; NativeArray m_Output; public unsafe void Execute(int index) { var rect = new RectInt(m_Width, m_Height, 0, 0); var color = (Color32*)m_Buffers[index].ToPointer(); for (int i = 0; i < m_Height; ++i) { for (int j = 0; j < m_Width; ++j) { if (color->a != 0) { rect.x = Mathf.Min(j, rect.x); rect.y = Mathf.Min(i, rect.y); rect.width = Mathf.Max(j, rect.width); rect.height = Mathf.Max(i, rect.height); } ++color; } } rect.width = Mathf.Max(0, rect.width - rect.x + 1); rect.height = Mathf.Max(0, rect.height - rect.y + 1); m_Output[index] = rect; } public static unsafe RectInt[] Execute(NativeArray[] buffers, int width, int height) { var job = new FindTightRectJob(); job.m_Buffers = new NativeArray(buffers.Length, Allocator.TempJob); for (int i = 0; i < buffers.Length; ++i) job.m_Buffers[i] = new IntPtr(buffers[i].GetUnsafeReadOnlyPtr()); job.m_Output = new NativeArray(buffers.Length, Allocator.TempJob); job.m_Width = width; job.m_Height = height; // Ensure all jobs are completed before we return since we don't own the buffers job.Schedule(buffers.Length, 1).Complete(); var rects = job.m_Output.ToArray(); job.m_Output.Dispose(); return rects; } } }