| void Execute(ref Solution& solution, const NativeArray<UnityEngine.Vector2>& inPoints, const NativeArray<System.Int32>& inPathSizes, const NativeArray<UnityEngine.U2D.Clipper2D.PathArguments>& inPathArguments, const ExecuteArguments& inExecuteArguments, const Allocator& inSolutionAllocator, int inIntScale, bool useRounding) | PublicStatic | — | 0x30 |
| Rect Internal_Execute(ref long& outClippedPoints, ref int& outClippedPointsCount, ref long& outClippedPathSizes, ref int& outClippedPathCount, long inPoints, int inPointCount, long inPathSizes, long inPathArguments, int inPathCount, const ExecuteArguments& inExecuteArguments, float inIntScale, bool useRounding) | PrivateStatic | — | 0x14 |
| void Internal_Execute_Cleanup(long inPoints, long inPathSizes) | PrivateStatic | — | 0x08 |
| void Internal_Execute_Injected(ref long& outClippedPoints, ref int& outClippedPointsCount, ref long& outClippedPathSizes, ref int& outClippedPathCount, long inPoints, int inPointCount, long inPathSizes, long inPathArguments, int inPathCount, ref ExecuteArguments& inExecuteArguments, float inIntScale, bool useRounding, ref Rect& ret) | PrivateStatic | — | 0x14 |