예제 #1
0
        public static unsafe void RunJobChunk <T>(ref T jobData, EntityQuery query, JobChunkRunWithoutJobSystemDelegate functionPointer) where T : unmanaged, IJobChunk, IJobBase
        {
            var myIterator = query.GetArchetypeChunkIterator();

            try
            {
                query._GetImpl()->_Access->DependencyManager->IsInForEachDisallowStructuralChange++;

                var managedJobDataPtr = UnsafeUtility.AddressOf(ref jobData);
                var unmanagedSize     = jobData.GetUnmanagedJobSize_Gen();
                if (unmanagedSize != -1)
                {
                    const int kAlignment              = 16;
                    int       alignedSize             = (unmanagedSize + kAlignment - 1) & ~(kAlignment - 1);
                    byte *    unmanagedJobData        = stackalloc byte[alignedSize];
                    byte *    alignedUnmanagedJobData = (byte *)((UInt64)(unmanagedJobData + kAlignment - 1) & ~(UInt64)(kAlignment - 1));

                    // DOTS Runtime job marshalling code assumes the job is wrapped so create the wrapper and assign the jobData
                    JobChunkExtensions.JobChunkWrapper <T> jobChunkWrapper = default;
                    jobChunkWrapper.JobData = jobData;
                    byte *jobChunkDataPtr = (byte *)UnsafeUtility.AddressOf(ref jobChunkWrapper);

                    byte *dst = (byte *)alignedUnmanagedJobData;
                    byte *src = (byte *)jobChunkDataPtr;
                    var   marshalToBurstFnPtr = JobMarshalFnLookup <T> .GetMarshalToBurstFn();

                    UnsafeUtility.EnterTempScope();
                    UnsafeUtility.CallFunctionPtr_pp(marshalToBurstFnPtr.ToPointer(), dst, src);

                    // Since we are running inline, normally the outer job scheduling code would
                    // reference jobWrapper.Data however we can't do that since if we are in this code it means
                    // we are dealing with a job/jobwrapper that is burst compiled and is non-blittable. Thus any
                    // type-safe offset we calculate here will be based on the managed data layout which is not useful.
                    // Instead we can at least know that for a sequential layout (which is what we know we must be using
                    // since we are burst compiled) our JobChunkData contains a safety field as its first member. Skipping over this will
                    // provide the necessary offset to jobChunkData.Data
                    var DataOffset = UnsafeUtility.SizeOf <JobChunkExtensions.EntitySafetyHandle>();
                    Assertions.Assert.AreEqual(jobChunkWrapper.safety.GetType(), typeof(JobChunkExtensions.EntitySafetyHandle));
                    functionPointer(&myIterator, alignedUnmanagedJobData + DataOffset);

                    // Since Run can capture locals for write back, we must write back the marshalled jobData after the job executes
                    var marshalFromBurstFnPtr = JobMarshalFnLookup <T> .GetMarshalFromBurstFn();

                    UnsafeUtility.CallFunctionPtr_pp(marshalFromBurstFnPtr.ToPointer(), src, dst);
                    UnsafeUtility.ExitTempScope();

                    jobData = jobChunkWrapper.JobData;
                }
                else
                {
                    functionPointer(&myIterator, managedJobDataPtr);
                }
            }
            finally
            {
                query._GetImpl()->_Access->DependencyManager->IsInForEachDisallowStructuralChange--;
            }
        }
        public static unsafe TransformAccessArray GetTransformAccessArray(this EntityQuery group)
        {
            var state = (TransformAccessArrayState)group._CachedState;

            if (state == null)
            {
                state = new TransformAccessArrayState();
            }

            var orderVersion = group._GetImpl()->_Access->EntityComponentStore->GetComponentTypeOrderVersion(TypeManager.GetTypeIndex <Transform>());

            if (state.Data.isCreated && orderVersion == state.OrderVersion)
            {
                return(state.Data);
            }

            state.OrderVersion = orderVersion;

            UnityEngine.Profiling.Profiler.BeginSample("DirtyTransformAccessArrayUpdate");
            var trans = group.ToComponentArray <Transform>();

            if (!state.Data.isCreated)
            {
                state.Data = new TransformAccessArray(trans);
            }
            else
            {
                state.Data.SetTransforms(trans);
            }
            UnityEngine.Profiling.Profiler.EndSample();

            group._CachedState = state;

            return(state.Data);
        }
예제 #3
0
        /// <summary>
        /// Gets an <see cref="EntityQueryMask"/> that can be used to quickly match if an entity belongs to an EntityQuery.
        /// There is a maximum limit of 1024 EntityQueryMasks that can be created.  EntityQueryMasks cannot be created
        /// from EntityQueries with filters.
        /// </summary>
        /// <remarks>Note that EntityQueryMask only filters by Archetype, it doesn't support EntityQuery shared component or change filtering.</remarks>
        /// <param name="query">The EntityQuery that describes the EntityQueryMask.</param>
        /// <returns>The EntityQueryMask corresponding to the EntityQuery.</returns>
        public EntityQueryMask GetEntityQueryMask(EntityQuery query)
        {
            var access    = GetCheckedEntityDataAccess();
            var queryImpl = query._GetImpl();

            if (queryImpl->_QueryData->EntityQueryMask.IsCreated())
            {
                return(queryImpl->_QueryData->EntityQueryMask);
            }

            if (access->EntityQueryManager->m_EntityQueryMasksAllocated >= 1024)
            {
                throw new Exception("You have reached the limit of 1024 unique EntityQueryMasks, and cannot generate any more.");
            }

            var mask = new EntityQueryMask(
                (byte)(access->EntityQueryManager->m_EntityQueryMasksAllocated / 8),
                (byte)(1 << (access->EntityQueryManager->m_EntityQueryMasksAllocated % 8)),
                access->EntityComponentStore);

            access->EntityQueryManager->m_EntityQueryMasksAllocated++;

            for (var i = 0; i < queryImpl->_QueryData->MatchingArchetypes.Length; ++i)
            {
                queryImpl->_QueryData->MatchingArchetypes.Ptr[i]->Archetype->QueryMaskArray[mask.Index] |= mask.Mask;
            }

            queryImpl->_QueryData->EntityQueryMask = mask;

            return(mask);
        }
        public static void AssertValidEntityQuery(EntityQuery query, EntityComponentStore *store)
        {
            var e = query._GetImpl()->_Access->EntityComponentStore;

            if (e != store)
            {
                AssertValidEntityQuery(e, store);
            }
        }
예제 #5
0
        public void DestroyEntity(EntityQuery entityQuery)
        {
            var access    = GetCheckedEntityDataAccess();
            var ecs       = access->EntityComponentStore;
            var queryImpl = entityQuery._GetImpl();

            Unity.Entities.EntityComponentStore.AssertValidEntityQuery(entityQuery, ecs);
            DestroyEntity(queryImpl->_QueryData->MatchingArchetypes, queryImpl->_Filter);
        }
        internal static unsafe JobHandle ScheduleInternal <T>(
            ref T jobData,
            EntityQuery query,
            JobHandle dependsOn,
            ScheduleMode mode,
            int batchesPerChunk,
            bool isParallel = true)
            where T : struct, IJobEntityBatch
        {
            var queryImpl = query._GetImpl();
            var queryData = queryImpl->_QueryData;

            var cachedChunks = queryData->GetMatchingChunkCache();

            // Don't schedule the job if there are no chunks to work on
            var chunkCount = cachedChunks.Length;

            JobEntityBatchWrapper <T> jobEntityBatchWrapper = new JobEntityBatchWrapper <T>
            {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
                // All IJobEntityBatch jobs have a EntityManager safety handle to ensure that BeforeStructuralChange throws an error if
                // jobs without any other safety handles are still running (haven't been synced).
                safety = new EntitySafetyHandle {
                    m_Safety = queryImpl->SafetyHandles->GetEntityManagerSafetyHandle()
                },
#endif

                MatchingArchetypes = queryData->MatchingArchetypes,
                CachedChunks       = cachedChunks,
                Filter             = queryImpl->_Filter,

                JobData      = jobData,
                JobsPerChunk = batchesPerChunk,
                IsParallel   = isParallel ? 1 : 0
            };

            var scheduleParams = new JobsUtility.JobScheduleParameters(
                UnsafeUtility.AddressOf(ref jobEntityBatchWrapper),
                isParallel
                ? JobEntityBatchProducer <T> .InitializeParallel()
                : JobEntityBatchProducer <T> .InitializeSingle(),
                dependsOn,
                mode);

            if (!isParallel)
            {
                return(JobsUtility.Schedule(ref scheduleParams));
            }
            else
            {
                return(JobsUtility.ScheduleParallelFor(ref scheduleParams, chunkCount * batchesPerChunk, 1));
            }
        }
예제 #7
0
        public static unsafe void UnsafeRunJobEntityBatch(void *jobPtr, EntityQuery query, NativeArray <Entity> limitToEntityArray, JobEntityBatchRunWithoutJobSystemDelegateLimitEntities functionPointer)
        {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
            var access = query._GetImpl()->_Access;
            try
            {
                access->DependencyManager->IsInForEachDisallowStructuralChange++;
                functionPointer(&query, (Entity *)limitToEntityArray.GetUnsafeReadOnlyPtr(), limitToEntityArray.Length, jobPtr);
            }
            finally
            {
                access->DependencyManager->IsInForEachDisallowStructuralChange--;
            }
#else
            functionPointer(&myIterator, jobPtr);
#endif
        }
        /// <summary>
        /// Runs the job without using the jobs API.
        /// </summary>
        /// <param name="jobData">The job to execute.</param>
        /// <param name="query">The EntityQuery to run over.</param>
        /// <param name="limitToEntityArray">A list of entities to limit execution to. Only entities in the list will be processed.</param>
        /// <typeparam name="T">The specific IJobEntityBatch implementation type.</typeparam>
        unsafe public static void RunWithoutJobs <T>(ref T jobData, EntityQuery query, NativeArray <Entity> limitToEntityArray)
            where T : struct, IJobEntityBatch
        {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
            var access = query._GetImpl()->_Access;
            try
            {
                access->DependencyManager->IsInForEachDisallowStructuralChange++;
                RunWithoutJobsInternal(ref jobData, ref query, (Entity *)limitToEntityArray.GetUnsafeReadOnlyPtr(), limitToEntityArray.Length);
            }
            finally
            {
                access->DependencyManager->IsInForEachDisallowStructuralChange--;
            }
#else
            RunWithoutJobsInternal(ref jobData, ref query, (Entity *)limitToEntityArray.GetUnsafeReadOnlyPtr(), limitToEntityArray.Length);
#endif
        }
예제 #9
0
        public static unsafe void UnsafeRunJobEntityBatch(void *jobPtr, EntityQuery query, JobChunkRunWithoutJobSystemDelegate functionPointer)
        {
            var myIterator = query.GetArchetypeChunkIterator();

#if ENABLE_UNITY_COLLECTIONS_CHECKS
            var access = query._GetImpl()->_Access;
            try
            {
                access->DependencyManager->IsInForEachDisallowStructuralChange++;
                functionPointer(&myIterator, jobPtr);
            }
            finally
            {
                access->DependencyManager->IsInForEachDisallowStructuralChange--;
            }
#else
            functionPointer(&myIterator, jobPtr);
#endif
        }
예제 #10
0
        public static unsafe void RunJobChunk <T>(ref T jobData, EntityQuery query, JobChunkRunWithoutJobSystemDelegate functionPointer) where T : unmanaged, IJobChunk
        {
            var myIterator = query.GetArchetypeChunkIterator();

            #if ENABLE_UNITY_COLLECTIONS_CHECKS
            var access = query._GetImpl()->_Access;
            try
            {
                access->DependencyManager->IsInForEachDisallowStructuralChange++;
                functionPointer(&myIterator, UnsafeUtility.AddressOf(ref jobData));
            }
            finally
            {
                access->DependencyManager->IsInForEachDisallowStructuralChange--;
            }
            #else
            functionPointer(&myIterator, UnsafeUtility.AddressOf(ref jobData));
            #endif
        }
        /// <summary>
        /// Runs the job without using the jobs API.
        /// </summary>
        /// <param name="jobData">The job to execute.</param>
        /// <param name="query">The EntityQuery to run over.</param>
        /// <typeparam name="T">The specific IJobEntityBatch implementation type.</typeparam>
        unsafe public static void RunWithoutJobs <T>(ref T jobData, EntityQuery query)
            where T : struct, IJobEntityBatch
        {
            var myIterator = query.GetArchetypeChunkIterator();

#if ENABLE_UNITY_COLLECTIONS_CHECKS
            var access = query._GetImpl()->_Access;
            try
            {
                access->DependencyManager->IsInForEachDisallowStructuralChange++;
                RunWithoutJobsInternal(ref jobData, ref myIterator);
            }
            finally
            {
                access->DependencyManager->IsInForEachDisallowStructuralChange--;
            }
#else
            RunWithoutJobsInternal(ref jobData, ref myIterator);
#endif
        }
        // ----------------------------------------------------------------------------------------------------------
        // INTERNAL
        // ----------------------------------------------------------------------------------------------------------

        void MoveEntitiesFromInternalQuery(EntityManager srcEntities, EntityQuery filter, NativeArray <EntityRemapUtility.EntityRemapInfo> entityRemapping)
        {
            var srcAccess  = srcEntities.GetCheckedEntityDataAccess();
            var selfAccess = GetCheckedEntityDataAccess();

#if ENABLE_UNITY_COLLECTIONS_CHECKS
            if (filter._GetImpl()->_Access != srcAccess)
            {
                throw new ArgumentException(
                          "EntityManager.MoveEntitiesFrom failed - srcEntities and filter must belong to the same World)");
            }

            if (srcEntities.m_EntityDataAccess == m_EntityDataAccess)
            {
                throw new ArgumentException("srcEntities must not be the same as this EntityManager.");
            }
#endif
            BeforeStructuralChange();
            srcEntities.BeforeStructuralChange();

            using (var chunks = filter.CreateArchetypeChunkArray(Allocator.TempJob))
            {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
                for (int i = 0; i < chunks.Length; ++i)
                {
                    if (chunks[i].m_Chunk->Archetype->HasChunkHeader)
                    {
                        throw new ArgumentException("MoveEntitiesFrom can not move chunks that contain ChunkHeader components.");
                    }
                }
#endif

                var archetypeChanges = selfAccess->EntityComponentStore->BeginArchetypeChangeTracking();

                MoveChunksFromFiltered(chunks, entityRemapping, srcAccess->EntityComponentStore, srcAccess->ManagedComponentStore);

                selfAccess->EntityComponentStore->EndArchetypeChangeTracking(archetypeChanges, selfAccess->EntityQueryManager);
                selfAccess->EntityComponentStore->InvalidateChunkListCacheForChangedArchetypes();
                srcAccess->EntityComponentStore->InvalidateChunkListCacheForChangedArchetypes();
            }
        }
예제 #13
0
        public unsafe static T[] ToComponentArray <T>(this EntityQuery group) where T : Component
        {
            int entityCount = group.CalculateEntityCount();
            var arr         = new T[entityCount];

            var iterator           = group.GetArchetypeChunkIterator();
            var indexInEntityQuery = group.GetIndexInEntityQuery(TypeManager.GetTypeIndex <T>());

            var entityCounter = 0;
            var mcs           = group._GetImpl()->_Access->ManagedComponentStore;

            while (iterator.MoveNext())
            {
                var chunk = iterator.CurrentArchetypeChunk;
                for (int entityIndex = 0; entityIndex < chunk.Count; ++entityIndex)
                {
                    arr[entityCounter++] = (T)iterator.GetManagedObject(mcs, indexInEntityQuery, entityIndex);
                }
            }

            return(arr);
        }
        public static unsafe void RunWithoutJobsInternal <T>(ref T jobData, ref EntityQuery query, Entity *limitToEntityArray, int limitToEntityArrayLength)
            where T : struct, IJobEntityBatch
        {
            var prebuiltBatchList = new UnsafeList(Allocator.TempJob);

            try
            {
                ChunkIterationUtility.FindFilteredBatchesForEntityArrayWithQuery(
                    query._GetImpl(),
                    limitToEntityArray, limitToEntityArrayLength,
                    ref prebuiltBatchList);

                ArchetypeChunk *chunks      = (ArchetypeChunk *)prebuiltBatchList.Ptr;
                int             chunkCounts = prebuiltBatchList.Length;
                for (int i = 0; i != chunkCounts; i++)
                {
                    jobData.Execute(chunks[i], i);
                }
            }
            finally
            {
                prebuiltBatchList.Dispose();
            }
        }
예제 #15
0
        internal static unsafe JobHandle ScheduleInternal <T>(
            ref T jobData,
            EntityQuery query,
            JobHandle dependsOn,
            ScheduleMode mode,
            int batchesPerChunk,
            bool isParallel = true)
            where T : struct, IJobEntityBatch
        {
            var queryImpl          = query._GetImpl();
            var filteredChunkCount = queryImpl->CalculateChunkCount();
            var batches            = new NativeArray <ArchetypeChunk>(filteredChunkCount * batchesPerChunk, Allocator.TempJob);

            var prefilterHandle = new PrefilterForJobEntityBatch
            {
                MatchingArchetypes   = queryImpl->_QueryData->MatchingArchetypes,
                Filter               = queryImpl->_Filter,
                BatchesPerChunk      = batchesPerChunk,
                EntityComponentStore = queryImpl->_Access->EntityComponentStore,
                Batches              = batches
            }.Schedule(dependsOn);

            JobEntityBatchWrapper <T> jobEntityBatchWrapper = new JobEntityBatchWrapper <T>
            {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
                // All IJobEntityBatch jobs have a EntityManager safety handle to ensure that BeforeStructuralChange throws an error if
                // jobs without any other safety handles are still running (haven't been synced).
                safety = new EntitySafetyHandle {
                    m_Safety = queryImpl->SafetyHandles->GetEntityManagerSafetyHandle()
                },
#endif

                JobData = jobData,
                Batches = batches,

                JobsPerChunk = batchesPerChunk,
                IsParallel   = isParallel ? 1 : 0
            };

            var scheduleParams = new JobsUtility.JobScheduleParameters(
                UnsafeUtility.AddressOf(ref jobEntityBatchWrapper),
                isParallel
                ? JobEntityBatchProducer <T> .InitializeParallel()
                : JobEntityBatchProducer <T> .InitializeSingle(),
                prefilterHandle,
                mode);

#if ENABLE_UNITY_COLLECTIONS_CHECKS
            try
            {
#endif
            if (!isParallel)
            {
                return(JobsUtility.Schedule(ref scheduleParams));
            }
            else
            {
                return(JobsUtility.ScheduleParallelFor(ref scheduleParams, filteredChunkCount * batchesPerChunk, 1));
            }
#if ENABLE_UNITY_COLLECTIONS_CHECKS
        }

        catch (InvalidOperationException e)
        {
            prefilterHandle.Complete();
            batches.Dispose();
            throw e;
        }
#endif
        }
예제 #16
0
        internal static unsafe JobHandle ScheduleInternal <T>(
            ref T jobData,
            EntityQuery query,
            JobHandle dependsOn,
            ScheduleMode mode,
            int batchesPerChunk,
            bool isParallel = true,
            NativeArray <Entity> limitToEntityArray = default(NativeArray <Entity>))
            where T : struct, IJobEntityBatchWithIndex
        {
            var queryImpl = query._GetImpl();
            var queryData = queryImpl->_QueryData;

            var batchCount                     = 0;
            var filteredChunkCount             = 0;
            var useEntityArray                 = limitToEntityArray.IsCreated;
            var prebuiltBatchList              = new UnsafeList(Allocator.TempJob);
            var perBatchMatchingArchetypeIndex = new UnsafeIntList(0, Allocator.TempJob);

            if (useEntityArray)
            {
                // Forces the creation of an EntityQueryMask, which is necessary to filter batches.
                var access = queryImpl->_Access;
                access->EntityQueryManager->GetEntityQueryMask(queryData, access->EntityComponentStore);

                ChunkIterationUtility.FindBatchesForEntityArrayWithQuery(
                    queryImpl->_Access->EntityComponentStore,
                    queryData,
                    ref queryImpl->_Filter,
                    (Entity *)limitToEntityArray.GetUnsafePtr(),
                    limitToEntityArray.Length,
                    ref prebuiltBatchList,
                    ref perBatchMatchingArchetypeIndex);

                batchCount = prebuiltBatchList.Length;
            }
            else
            {
                filteredChunkCount = query.CalculateChunkCount();
                batchCount         = filteredChunkCount * batchesPerChunk;
            }

            // Allocate one buffer for all prefilter data and distribute it
            // We keep the full buffer as a "dummy array" so we can deallocate it later with [DeallocateOnJobCompletion]
            var sizeofBatchArray  = sizeof(ArchetypeChunk) * batchCount;
            var sizeofIndexArray  = sizeof(int) * batchCount;
            var prefilterDataSize = sizeofBatchArray + sizeofIndexArray + sizeof(int);

            var prefilterData      = (byte *)Memory.Unmanaged.Allocate(prefilterDataSize, 64, Allocator.TempJob);
            var prefilterDataArray = NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray <byte>(prefilterData, prefilterDataSize, Allocator.TempJob);

#if ENABLE_UNITY_COLLECTIONS_CHECKS
            NativeArrayUnsafeUtility.SetAtomicSafetyHandle(ref prefilterDataArray, AtomicSafetyHandle.Create());
#endif

            var prefilterHandle = dependsOn;
            if (useEntityArray)
            {
                var prefilterJob = new PrefilterForJobEntityBatchWithIndex_EntityArray
                {
                    MatchingArchetypes             = queryImpl->_QueryData->MatchingArchetypes,
                    Filter                         = queryImpl->_Filter,
                    EntityComponentStore           = queryImpl->_Access->EntityComponentStore,
                    PrefilterData                  = prefilterData,
                    PrebuiltBatches                = prebuiltBatchList,
                    PerBatchMatchingArchetypeIndex = perBatchMatchingArchetypeIndex
                };

                if (mode != ScheduleMode.Run)
                {
                    prefilterHandle = prefilterJob.Schedule(dependsOn);
                }
                else
                {
                    prefilterJob.Run();
                }

                prefilterHandle = prebuiltBatchList.Dispose(prefilterHandle);
                prefilterHandle = perBatchMatchingArchetypeIndex.Dispose(prefilterHandle);
            }
            else
            {
                var prefilterJob = new PrefilterForJobEntityBatchWithIndex
                {
                    MatchingArchetypes   = queryImpl->_QueryData->MatchingArchetypes,
                    Filter               = queryImpl->_Filter,
                    BatchesPerChunk      = batchesPerChunk,
                    EntityComponentStore = queryImpl->_Access->EntityComponentStore,
                    PrefilterData        = prefilterData,
                    FilteredChunkCount   = filteredChunkCount
                };

                if (mode != ScheduleMode.Run)
                {
                    prefilterHandle = prefilterJob.Schedule(dependsOn);
                }
                else
                {
                    prefilterJob.Run();
                }
            }


            JobEntityBatchIndexWrapper <T> jobEntityBatchIndexWrapper = new JobEntityBatchIndexWrapper <T>
            {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
                // All IJobEntityBatchWithIndex jobs have a EntityManager safety handle to ensure that BeforeStructuralChange throws an error if
                // jobs without any other safety handles are still running (haven't been synced).
                safety = new EntitySafetyHandle {
                    m_Safety = queryImpl->SafetyHandles->GetEntityManagerSafetyHandle()
                },
#endif

                JobData       = jobData,
                PrefilterData = prefilterDataArray,

                JobsPerChunk = batchesPerChunk,
                IsParallel   = isParallel ? 1 : 0
            };

            var scheduleParams = new JobsUtility.JobScheduleParameters(
                UnsafeUtility.AddressOf(ref jobEntityBatchIndexWrapper),
                isParallel
                ? JobEntityBatchIndexProducer <T> .InitializeParallel()
                : JobEntityBatchIndexProducer <T> .InitializeSingle(),
                prefilterHandle,
                mode);

#if UNITY_DOTSRUNTIME
            // This should just be a call to FinalizeScheduleChecked, but DOTSR requires the JobsUtility calls to be
            // in this specific function.
#if ENABLE_UNITY_COLLECTIONS_CHECKS
            try
            {
#endif
            if (!isParallel)
            {
                return(JobsUtility.Schedule(ref scheduleParams));
            }
            else
            {
                return(JobsUtility.ScheduleParallelFor(ref scheduleParams, batchCount, 1));
            }
#if ENABLE_UNITY_COLLECTIONS_CHECKS
        }

        catch (InvalidOperationException e)
        {
            prefilterHandle.Complete();
            prefilterDataArray.Dispose();
            throw e;
        }
#endif
#else
            // We can't use try {} catch {} with 2020.2 as we will be burst compiling the schedule code.
            // Burst doesn't support exception handling.
            bool executedManaged = false;
            JobHandle result     = default;
            FinalizeScheduleChecked(isParallel, batchCount, prefilterHandle, prefilterDataArray, ref scheduleParams, ref executedManaged, ref result);

            if (executedManaged)
            {
                return(result);
            }

            return(FinalizeScheduleNoExceptions(isParallel, batchCount, ref scheduleParams));
#endif
        }
        internal static unsafe JobHandle ScheduleInternal <T>(
            ref T jobData,
            EntityQuery query,
            JobHandle dependsOn,
            ScheduleMode mode,
            int batchesPerChunk,
            bool isParallel = true)
            where T : struct, IJobEntityBatchWithIndex
        {
            var queryImpl          = query._GetImpl();
            var filteredChunkCount = query.CalculateChunkCount();

            // Allocate one buffer for all prefilter data and distribute it
            // We keep the full buffer as a "dummy array" so we can deallocate it later with [DeallocateOnJobCompletion]
            var sizeofBatchArray  = sizeof(ArchetypeChunk) * filteredChunkCount * batchesPerChunk;
            var sizeofIndexArray  = sizeof(int) * filteredChunkCount * batchesPerChunk;
            var prefilterDataSize = sizeofBatchArray + sizeofIndexArray + sizeof(int);

            var prefilterData      = (byte *)UnsafeUtility.Malloc(prefilterDataSize, 64, Allocator.TempJob);
            var prefilterDataArray = NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray <byte>(prefilterData, prefilterDataSize, Allocator.TempJob);

#if ENABLE_UNITY_COLLECTIONS_CHECKS
            NativeArrayUnsafeUtility.SetAtomicSafetyHandle(ref prefilterDataArray, AtomicSafetyHandle.Create());
#endif

            var prefilterHandle = new PrefilterForJobEntityBatchWithIndex()
            {
                MatchingArchetypes   = queryImpl->_QueryData->MatchingArchetypes,
                Filter               = queryImpl->_Filter,
                BatchesPerChunk      = batchesPerChunk,
                EntityComponentStore = queryImpl->_Access->EntityComponentStore,
                PrefilterData        = prefilterData,
                FilteredChunkCount   = filteredChunkCount
            }.Schedule(dependsOn);

            JobEntityBatchIndexWrapper <T> jobEntityBatchIndexWrapper = new JobEntityBatchIndexWrapper <T>
            {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
                // All IJobEntityBatchWithIndex jobs have a EntityManager safety handle to ensure that BeforeStructuralChange throws an error if
                // jobs without any other safety handles are still running (haven't been synced).
                safety = new EntitySafetyHandle {
                    m_Safety = queryImpl->SafetyHandles->GetEntityManagerSafetyHandle()
                },
#endif

                JobData       = jobData,
                PrefilterData = prefilterDataArray,

                JobsPerChunk = batchesPerChunk,
                IsParallel   = isParallel ? 1 : 0
            };

            var scheduleParams = new JobsUtility.JobScheduleParameters(
                UnsafeUtility.AddressOf(ref jobEntityBatchIndexWrapper),
                isParallel
                ? JobEntityBatchIndexProducer <T> .InitializeParallel()
                : JobEntityBatchIndexProducer <T> .InitializeSingle(),
                prefilterHandle,
                mode);

#if ENABLE_UNITY_COLLECTIONS_CHECKS
            try
            {
#endif
            if (!isParallel)
            {
                return(JobsUtility.Schedule(ref scheduleParams));
            }
            else
            {
                return(JobsUtility.ScheduleParallelFor(ref scheduleParams, filteredChunkCount * batchesPerChunk, 1));
            }
#if ENABLE_UNITY_COLLECTIONS_CHECKS
        }

        catch (InvalidOperationException e)
        {
            prefilterHandle.Complete();
            prefilterDataArray.Dispose();
            throw e;
        }
#endif
        }
        internal static unsafe JobHandle ScheduleInternal <T>(
            ref T jobData,
            EntityQuery query,
            JobHandle dependsOn,
            ScheduleMode mode,
            int batchesPerChunk,
            bool isParallel = true,
            NativeArray <Entity> limitToEntityArray = default(NativeArray <Entity>))
            where T : struct, IJobEntityBatch
        {
            var queryImpl = query._GetImpl();
            var queryData = queryImpl->_QueryData;

            var cachedChunks = queryData->GetMatchingChunkCache();

            // Don't schedule the job if there are no chunks to work on
            var chunkCount = cachedChunks.Length;

            var useEntityArray    = limitToEntityArray.IsCreated;
            var prebuiltBatchList = default(UnsafeList);
            var perBatchMatchingArchetypeIndex = default(UnsafeIntList);

            var batchCount = chunkCount * batchesPerChunk;

            if (useEntityArray)
            {
                prebuiltBatchList = new UnsafeList(Allocator.TempJob);
                perBatchMatchingArchetypeIndex = new UnsafeIntList(0, Allocator.TempJob);

                // Forces the creation of an EntityQueryMask, which is necessary to filter batches.
                var access = queryImpl->_Access;
                access->EntityQueryManager->GetEntityQueryMask(queryData, access->EntityComponentStore);

                ChunkIterationUtility.FindBatchesForEntityArrayWithQuery(
                    queryImpl->_Access->EntityComponentStore,
                    queryData,
                    ref queryImpl->_Filter,
                    (Entity *)limitToEntityArray.GetUnsafePtr(),
                    limitToEntityArray.Length,
                    ref prebuiltBatchList,
                    ref perBatchMatchingArchetypeIndex);

                batchCount = prebuiltBatchList.Length;
            }

            JobEntityBatchWrapper <T> jobEntityBatchWrapper = new JobEntityBatchWrapper <T>
            {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
                // All IJobEntityBatch jobs have a EntityManager safety handle to ensure that BeforeStructuralChange throws an error if
                // jobs without any other safety handles are still running (haven't been synced).
                safety = new EntitySafetyHandle {
                    m_Safety = queryImpl->SafetyHandles->GetEntityManagerSafetyHandle()
                },
#endif

                MatchingArchetypes = queryData->MatchingArchetypes,
                CachedChunks       = cachedChunks,
                Filter             = queryImpl->_Filter,

                JobData      = jobData,
                JobsPerChunk = batchesPerChunk,
                IsParallel   = isParallel ? 1 : 0,

                UsePrebuiltBatchList = useEntityArray ? 1: 0,
                PrebuiltBatchList    = prebuiltBatchList,
                PrebuiltBatchListMatchingArchetypeIndices = perBatchMatchingArchetypeIndex
            };

            var scheduleParams = new JobsUtility.JobScheduleParameters(
                UnsafeUtility.AddressOf(ref jobEntityBatchWrapper),
                isParallel
                    ? JobEntityBatchProducer <T> .InitializeParallel()
                    : JobEntityBatchProducer <T> .InitializeSingle(),
                dependsOn,
                mode);

            var result = default(JobHandle);

            if (!isParallel)
            {
                result = JobsUtility.Schedule(ref scheduleParams);
            }
            else
            {
                result = JobsUtility.ScheduleParallelFor(ref scheduleParams, batchCount, 1);
            }

            if (useEntityArray)
            {
                result = prebuiltBatchList.Dispose(result);
                result = perBatchMatchingArchetypeIndex.Dispose(result);
            }

            return(result);
        }