Esempio n. 1
0
        public unsafe static void Initialize()
        {
#if !UNITY_SINGLETHREADED_JOBS
            // We need to push the thread count before the jobs run, because we can't make a lazy
            // call to Environment.ProcessorCount from Burst.
            // about the 8 thread restriction: https://unity3d.atlassian.net/browse/DOTSR-1499
            s_JobWorkerCount.Data = Environment.ProcessorCount < 8 ? Environment.ProcessorCount : 8;
            s_JobQueue.Data       = CreateJobQueue((IntPtr)UnsafeUtility.AddressOf(ref JobQueueName[0]), (IntPtr)UnsafeUtility.AddressOf(ref WorkerThreadName[0]), JobWorkerCount);
            s_BatchScheduler.Data = CreateJobBatchScheduler();
#if ENABLE_UNITY_COLLECTIONS_CHECKS
            AtomicSafetyHandle.AtomicSafetyHandle_SetBatchScheduler((void *)s_BatchScheduler.Data);
#endif
#endif
        }
Esempio n. 2
0
        public static unsafe void Shutdown()
        {
#if !UNITY_SINGLETHREADED_JOBS
            if (s_BatchScheduler.Data != IntPtr.Zero)
            {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
                AtomicSafetyHandle.AtomicSafetyHandle_SetBatchScheduler(null);
#endif
                DestroyJobBatchScheduler(s_BatchScheduler.Data);
                s_BatchScheduler.Data = IntPtr.Zero;
            }

            if (s_JobQueue.Data != IntPtr.Zero)
            {
                DestroyJobQueue();
                s_JobQueue.Data = IntPtr.Zero;
            }
#endif
        }