public void ForEachJobHandleDependency()
        {
            // A useful general test (that a dependency works between a Job and a JobForEach)
            // but specifically testing that (when this is written) DOTS-RT has a single threaded
            // JobForEach and a multi-threaded Job.
            const int N = 10000;

            var entity = m_Manager.CreateEntity(typeof(EcsTestData));

            m_Manager.SetComponentData(entity, new EcsTestData(-1));
            NativeArray <int> arr = new NativeArray <int>(N, Allocator.TempJob);

            ArrayJob arrayJob = new ArrayJob()
            {
                arr = arr
            };
            ProcessArrayJob processArrayJob = new ProcessArrayJob()
            {
                arr = arr
            };

            JobHandle handle  = arrayJob.Schedule();                           // long running
            JobHandle handle2 = processArrayJob.Schedule(EmptySystem, handle); // super fast

            handle2.Complete();
            Assert.AreEqual(N, m_Manager.GetComponentData <EcsTestData>(entity).value);
            Assert.AreEqual(2, arr[0]);
            Assert.AreEqual(1, arr[1]);

            arr.Dispose();
        }
Example #2
0
    void Update()
    {
        float time = Time.realtimeSinceStartup;

        #region IJobParallelFor
        NativeArray <float> posYarray = new NativeArray <float>(enemy.Length, ALlocator.TempJob);

        for (int i = 0; i < enemy.Length; i++)
        {
            posYarray[i] = enemy[i].position.y;
        }

        ArrayJob arrayJob = new ArrayJob {
            deltaTime = Time.deltaTime,
            posY      = posYarray
        };

        JobHandle arrayJobHandle = arrayJob.Schedule(enemy.Length, 10);
        arrayJobHandle.Complete();

        for (int i = 0; i < enemy.Length; i++)
        {
            enemy[i].position += new Vector3(0, posYarray[i], 0);
        }

        posYarray.Dispose();
        #endregion

        #region IJobParallelForTransform
        TransformAccessArray transformAccess = new TransformAccessArray(enemy.Length);

        for (int i = 0; i < enemy.Length; i++)
        {
            transformAccess.Add(enemy[i]);
        }

        transformJob tJob = new transformJob {
            deltaTime = Time.deltaTime,
        };

        JobHandle jobHandle = tJob.Schedule(transformAccess);
        jobHandle.Complete();

        transformAccess.Dispose();

        #endregion
        Debug.Log((Time.realtimeSinceStartup - time) * 1000f + " ms");
    }