/// <summary>
        /// Schedule job to construct a new NativeStream using the specified type of memory allocation.
        /// </summary>
        /// <param name="dependency">All jobs spawned will depend on this JobHandle.</param>
        /// <param name="allocator">A member of the
        /// [Unity.Collections.Allocator](https://docs.unity3d.com/ScriptReference/Unity.Collections.Allocator.html) enumeration.</param>
        public static JobHandle ScheduleConstruct <T>(out NativeStream stream, NativeList <T> forEachCountFromList, JobHandle dependency, Allocator allocator)
            where T : struct
        {
            AllocateBlock(out stream, allocator);
            var jobData = new ConstructJobList <T> {
                List = forEachCountFromList, Container = stream
            };

            return(jobData.Schedule(dependency));
        }
Beispiel #2
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        public static JobHandle ScheduleConstruct <T>(out BlockStream blockStream, NativeList <T> forEachCountFromList, uint uniqueBlockStreamId, JobHandle dependency, Allocator allocator = Allocator.TempJob)
            where T : struct
        {
            AllocateBlock(out blockStream, uniqueBlockStreamId, allocator);
            var jobData = new ConstructJobList <T> {
                List = forEachCountFromList, BlockStream = blockStream
            };

            return(jobData.Schedule(dependency));
        }