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Floor values to handle rounding present elsewhere doesn't dirty. #5955
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. VFX Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
It appears that you made a non-draft PR! |
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Depending on DPI setting the bounds rect could be instable and vary of less than a pixel (especially visible with DPI set at 125%)
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Looks good, verified the fix. No issues related to the PR found, tested a few different effects (from simple to one containing all nodes/blocks/contexts) at 100%, 125% and 175%.
Found some cases in which the issue the PR fixes still reproduces, but they are very very edge case and hard to repro..
Purpose of this PR
https://fogbugz.unity3d.com/f/cases/1372213/
Depending on the DPI of the monitor, and the Windows scaling value (125% is the most common trigger), situations arise where the border/title system around VFX graph blocks constantly dirties itself causing a recursive error from the layout engine. This constant spam degrades the performance of the editor.
This change adds specific checks to resolve scenarios where the internal values have been rounded, but the setting values have not. It also adds protection on the event-based call to do a similar check against the old/new values to avoid additional computation.
Testing status
Tested on a 4k screen with DPI set to 125%