public void ToArray([Values(1, 100, 200)] int count, [Values(1, 3, 10)] int batchSize) { var stream = new NativeStream(count, Allocator.TempJob); var fillInts = new WriteInts { Writer = stream.AsWriter() }; fillInts.Schedule(count, batchSize).Complete(); var array = stream.ToNativeArray <int>(Allocator.Temp); int itemIndex = 0; for (int i = 0; i != count; ++i) { for (int j = 0; j < i; ++j) { Assert.AreEqual(j, array[itemIndex]); itemIndex++; } } array.Dispose(); stream.Dispose(); }
protected unsafe override void OnUpdate() { var contexts = new NativeList <UIContextData>(8, Allocator.TempJob); var graphData = new NativeList <UIGraphData>(8, Allocator.TempJob); Entity schemaEntity = Entity.Null; int nodeCount = 0; meshes.Clear(); Entities.ForEach((UIObject obj) => { //TODO: Writes every conversion frame but will crash under certain conditions otherwise. Crashes observed involving opening and closing subscenes without modifying anything after script reload. var guid = obj.model?.GetOutputGuid(); if (!string.IsNullOrEmpty(guid)) { IntPtr ptr; long allocatedLength; using (var fs = File.OpenRead(UnityEditor.AssetDatabase.GUIDToAssetPath(guid))) { allocatedLength = math.ceilpow2(fs.Length); ptr = (IntPtr)UnsafeUtility.Malloc(allocatedLength, 0, Allocator.Persistent); using (var us = new UnmanagedMemoryStream((byte *)ptr.ToPointer(), 0, fs.Length, FileAccess.Write)) { fs.CopyTo(us); } } var gd = new UIGraphData { value = ptr, allocatedLength = allocatedLength }; graphData.Add(gd); nodeCount += gd.GetNodeCount(); contexts.Add(UIContextData.CreateContext(obj.camera)); meshes.Add(new Mesh()); if (schemaEntity == Entity.Null) { schemaEntity = CreateAdditionalEntity(obj); DstEntityManager.SetName(schemaEntity, "UI Schema"); DstEntityManager.AddSharedComponentData(schemaEntity, new UISchemaData { value = schema }); } DeclareAssetDependency(obj.gameObject, schema); } obj.cachedGuid = guid; }); if (graphData.Length > 0) { var graphDataArray = graphData.AsArray(); var meshData = Mesh.AllocateWritableMeshData(graphData.Length); var submeshes = new NativeArray <int>(graphData.Length, Allocator.TempJob); var stream = new NativeStream(nodeCount, Allocator.TempJob); new UILayoutJob { schema = compiledSchema, graphs = graphDataArray, contexts = contexts, meshDataArray = meshData }.Schedule(graphData.Length, 1).Complete(); new UINodeDecompositionJob { schema = compiledSchema, graphs = graphDataArray, nodes = stream.AsWriter(), submeshCount = submeshes }.Schedule(graphData.Length, 1).Complete(); Mesh.ApplyAndDisposeWritableMeshData(meshData, meshes); var result = stream.ToNativeArray <DedicatedNodeInfo>(Allocator.Temp); var nodes = new NativeMultiHashMap <int, DedicatedNodeInfo>(graphData.Length, Allocator.Temp); for (int i = 0; i < result.Length; i++) { nodes.Add(result[i].graphIndex, result[i]); } stream.Dispose(); submeshes.Dispose(); int index = 0; var nodeEntities = new NativeList <Entity>(Allocator.Temp); Entities.ForEach((UIObject obj) => { if (!string.IsNullOrEmpty(obj.cachedGuid)) { var entity = GetPrimaryEntity(obj); var gd = graphDataArray[index]; DstEntityManager.AddComponentData(entity, new UIGraph { value = new BlittableAssetReference(obj.cachedGuid) }); DstEntityManager.AddSharedComponentData <UIDirtyState>(entity, false); Material material; if (gd.TryGetConfigBlock(0, UIConfigLayoutTable.MaterialConfig, out IntPtr result)) { material = UnityEditor.AssetDatabase.LoadAssetAtPath <Material>(UnityEditor.AssetDatabase.GUIDToAssetPath(((MaterialConfig *)(result.ToPointer()))->material.ToHex())); } else { material = obj.model.GetMaterial(); } DeclareAssetDependency(obj.gameObject, obj.model); DeclareAssetDependency(obj.gameObject, material); DstEntityManager.AddSharedComponentData(entity, new RenderMesh { mesh = meshes[index], material = material, subMesh = 0, castShadows = ShadowCastingMode.Off, receiveShadows = false, needMotionVectorPass = false, layer = obj.gameObject.layer }); DstEntityManager.AddComponentData(entity, new UIPixelScale { value = obj.pixelScale }); var bounds = meshes[index].GetSubMesh(0).bounds.ToAABB(); DstEntityManager.AddComponentData(entity, new RenderBounds { Value = bounds }); DstEntityManager.AddComponent <UIContext>(entity); if (obj.camera != null) { DstEntityManager.AddComponentData(entity, new UIContextSource { value = GetPrimaryEntity(obj.camera) }); var ltc = new LocalToCamera { cameraLTW = obj.camera.transform.localToWorldMatrix, clipPlane = new float2(obj.camera.nearClipPlane, obj.camera.farClipPlane), alignment = obj.alignment, offsetX = obj.offsetX, offsetY = obj.offsetY }; DstEntityManager.AddComponentData(entity, ltc); var rotation = quaternion.LookRotation(ltc.cameraLTW.c2.xyz, ltc.cameraLTW.c1.xyz); var translate = ltc.cameraLTW.c3.xyz + new float3(ltc.alignment.GetOffset(bounds.Size.xy, new float2(Screen.currentResolution.height * obj.camera.aspect, Screen.currentResolution.height)), 0) + math.mul(rotation, math.forward() * ltc.clipPlane.x * 2f) + (math.mul(rotation, math.right()) * ltc.offsetX.Normalize(contexts[index])) + (math.mul(rotation, math.up()) * ltc.offsetY.Normalize(contexts[index])); DstEntityManager.SetComponentData(entity, new LocalToWorld { Value = float4x4.TRS(translate, rotation, obj.pixelScale) }); DeclareDependency(obj, obj.camera); } DstEntityManager.AddComponent <PerInstanceCullingTag>(entity); nodeEntities.Clear(); var nodeInfoIter = nodes.GetValuesForKey(index); while (nodeInfoIter.MoveNext()) { var nodeInfo = nodeInfoIter.Current; var nodeEntity = CreateAdditionalEntity(obj); var name = graphData[index].GetNodeName(nodeInfo.nodeIndex); if (string.IsNullOrEmpty(name)) { name = $"Node#{nodeInfo.nodeIndex}"; } DstEntityManager.SetName(nodeEntity, $"{DstEntityManager.GetName(entity)}[{name}]"); DstEntityManager.AddComponentData(nodeEntity, new UINodeInfo { index = nodeInfo.nodeIndex, submesh = nodeInfo.submesh }); DstEntityManager.AddComponentData(nodeEntity, new UIParent { value = entity }); DstEntityManager.AddComponentData(nodeEntity, new Parent { Value = entity }); DstEntityManager.AddComponentData(nodeEntity, new LocalToWorld { Value = float4x4.identity }); DstEntityManager.AddComponentData(nodeEntity, new Rotation { Value = quaternion.identity }); DstEntityManager.AddComponentData(nodeEntity, new Scale { Value = 1f }); DstEntityManager.AddComponentData(nodeEntity, new LocalToParent { Value = float4x4.identity }); if (gd.TryGetConfigBlock(0, UIConfigLayoutTable.MaterialConfig, out result)) { material = UnityEditor.AssetDatabase.LoadAssetAtPath <Material>(UnityEditor.AssetDatabase.GUIDToAssetPath(((MaterialConfig *)result.ToPointer())->material.ToHex())); } else { material = obj.model.GetMaterial(); } DstEntityManager.AddSharedComponentData(nodeEntity, new RenderMesh { mesh = meshes[index], material = material, subMesh = nodeInfo.submesh, castShadows = ShadowCastingMode.Off, receiveShadows = false, needMotionVectorPass = false, layer = obj.gameObject.layer }); DstEntityManager.AddComponentData(nodeEntity, new RenderBounds { Value = meshes[index].GetSubMesh(nodeInfo.submesh).bounds.ToAABB() }); DstEntityManager.AddComponent <PerInstanceCullingTag>(nodeEntity); nodeEntities.Add(nodeEntity); ConfigureEditorRenderData(nodeEntity, obj.gameObject, true); } var buffer = DstEntityManager.AddBuffer <UINode>(entity); buffer.AddRange(nodeEntities.AsArray().Reinterpret <UINode>()); UnsafeUtility.Free(graphData[index].value.ToPointer(), Allocator.TempJob); index++; ConfigureEditorRenderData(entity, obj.gameObject, true); } }); } contexts.Dispose(); graphData.Dispose(); }