Пример #1
0
        private NativeFasterDictionaryData *Allocate(int size, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
        {
            var layout = CalculateLayout(size);

            var ptr = UnsafeUtility.Malloc(layout.AllocationBytes, UnsafeUtility.AlignOf <int>(), allocator);

            if (options == NativeArrayOptions.ClearMemory)
            {
                UnsafeUtility.MemClear(ptr, layout.AllocationBytes);
            }

            var header = new NativeFasterDictionaryData
            {
                //BaseAddress = ptr,
                FreeValueCellIndex = 0,
                Collisions         = 0,
                Capacity           = size,
                Layout             = layout,
                Nodes   = NativeSpan.Assign <Node>((IntPtr)ptr + layout.NodesOffset, layout.NodesCount),
                Values  = NativeSpan.Assign <TValue>((IntPtr)ptr + layout.ValuesOffset, layout.ValuesCount),
                Buckets = NativeSpan.Assign <int>((IntPtr)ptr + layout.BucketsOffset, layout.BucketsCount),
            };

            UnsafeUtility.CopyStructureToPtr(ref header, ptr);
            return(CastPtr <NativeFasterDictionaryData>(ptr, 0));
        }
Пример #2
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 /// <summary>
 ///     Create a <see cref="NativeArray2D{T}" />.
 /// </summary>
 /// <param name="columnCount">The number of columns (X).</param>
 /// <param name="rowCount">The number of rows (Y).</param>
 /// <param name="allocator">The <see cref="Unity.Collections.Allocator" /> type to use.</param>
 /// <param name="nativeArrayOptions">Should the memory be cleared on allocation?</param>
 public NativeArray2D(int columnCount, int rowCount, Allocator allocator,
                      NativeArrayOptions nativeArrayOptions)
 {
     ColumnCount = columnCount;
     RowCount    = rowCount;
     Array       = new NativeArray <T>(rowCount * columnCount, allocator, nativeArrayOptions);
 }
Пример #3
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        // ReSharper enable MemberCanBePrivate.Global

        /// <summary>
        ///     Create a new <see cref="NativeSimpleQueue{T}" />.
        /// </summary>
        /// <param name="capacity">The maximum number of items allowed in the <see cref="NativeSimpleQueue{T}" /></param>
        /// <param name="allocator">The <see cref="Unity.Collections.Allocator" /> type to use.</param>
        /// <param name="nativeArrayOptions">Should the memory be cleared on allocation?</param>
        public NativeSimpleQueue(int capacity, Allocator allocator, NativeArrayOptions nativeArrayOptions)
        {
            Array      = new NativeArray <T>(capacity, allocator, nativeArrayOptions);
            FirstIndex = 0;
            EndIndex   = 0;
            Count      = 0;
        }
Пример #4
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        /// <summary>
        ///     Resize the capacity of the <see cref="NativeSimpleQueue{T}" />.
        /// </summary>
        /// <param name="capacity">The desired capacity for the <see cref="NativeSimpleQueue{T}" /></param>
        /// <param name="allocator">The <see cref="Unity.Collections.Allocator" /> type to use.</param>
        /// <param name="nativeArrayOptions">Should the memory be cleared on allocation?</param>
        private void SetCapacity(int capacity, Allocator allocator, NativeArrayOptions nativeArrayOptions)
        {
            NativeArray <T> newArray = new NativeArray <T>(capacity, allocator, nativeArrayOptions);

            if (Count > 0)
            {
                if (FirstIndex < EndIndex)
                {
                    for (int i = 0; i < Count; i++)
                    {
                        newArray[i] = Array[FirstIndex + i];
                    }
                }
                else
                {
                    for (int i = 0; i < Array.Length - FirstIndex; i++)
                    {
                        newArray[i] = Array[FirstIndex + i];
                    }

                    for (int i = 0; i < EndIndex; i++)
                    {
                        newArray[Array.Length - FirstIndex + i] = Array[i];
                    }
                }
            }

            Array.Dispose();
            Array      = newArray;
            FirstIndex = 0;
            EndIndex   = Count == capacity ? 0 : Count;
        }
Пример #5
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        /// <summary>
        ///     Reallocate the dense and sparse arrays with additional capacity.
        /// </summary>
        /// <param name="extraCapacity">How many indices to expand the dense and sparse arrays by.</param>
        /// <param name="versionArray">Array containing version numbers to check against.</param>
        /// <param name="allocator">The <see cref="Unity.Collections.Allocator" /> type to use.</param>
        /// <param name="nativeArrayOptions">Should the memory be cleared on allocation?</param>
        public void Expand(int extraCapacity, ref NativeArray <ulong> versionArray, Allocator allocator,
                           NativeArrayOptions nativeArrayOptions)
        {
            int currentCapacity = SparseArray.Length;
            int newCapacity     = currentCapacity + extraCapacity;

            NativeArray <int> newSparseArray      = new NativeArray <int>(newCapacity, allocator, nativeArrayOptions);
            NativeSlice <int> newSparseArraySlice = new NativeSlice <int>(newSparseArray, 0, currentCapacity);

            newSparseArraySlice.CopyFrom(SparseArray);
            SparseArray = newSparseArray;

            NativeArray <int> newDenseArray      = new NativeArray <int>(newCapacity, allocator, nativeArrayOptions);
            NativeSlice <int> newDenseArraySlice = new NativeSlice <int>(newDenseArray, 0, currentCapacity);

            newDenseArraySlice.CopyFrom(DenseArray);
            DenseArray = newDenseArray;

            NativeArray <ulong> newVersionArray      = new NativeArray <ulong>(newCapacity, allocator, nativeArrayOptions);
            NativeSlice <ulong> newVersionArraySlice = new NativeSlice <ulong>(newVersionArray, 0, currentCapacity);

            newVersionArraySlice.CopyFrom(versionArray);
            versionArray = newVersionArray;

            for (int i = currentCapacity; i < newCapacity; i++)
            {
                DenseArray[i]  = -1;    // Set new dense indices as unclaimed.
                SparseArray[i] = i + 1; // Build the free list chain.
            }
        }
Пример #6
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 public NativeArray2D(int x, int y, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
 {
     Internal = new NativeArray <T>(x * y, allocator);
     _ptr     = Internal.GetUnsafePtr();
     YLength  = y;
     XLength  = x;
 }
Пример #7
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 public NativeArray(int length, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
 {
     Allocate(length, allocator, out this);
     if ((options & NativeArrayOptions.ClearMemory) == NativeArrayOptions.ClearMemory)
     {
         UnsafeUtility.MemClear(m_Buffer, (long)Length * (long)UnsafeUtility.SizeOf <T>());
     }
 }
Пример #8
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        /// <summary>
        ///     Create a <see cref="NativeUniformArray3D{T}" /> with a uniform dimensional length.
        /// </summary>
        /// <remarks></remarks>
        /// <param name="stride">X length, Y length and Z length will all be set to this value.</param>
        /// <param name="allocator">The <see cref="Unity.Collections.Allocator" /> type to use.</param>
        /// <param name="nativeArrayOptions">Should the memory be cleared on allocation?</param>
        public NativeUniformArray3D(int stride, Allocator allocator, NativeArrayOptions nativeArrayOptions)
        {
            Stride         = stride;
            _strideSquared = stride * stride;
            Length         = stride * stride * stride;

            Array = new NativeArray <T>(Length, allocator, nativeArrayOptions);
        }
Пример #9
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        public NativeArray <T> NewNativeArray <T>(int length, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory) where T : struct
        {
            var res = new NativeArray <T>(length, allocator, options);

            unsafe {
                slots.Add(new NativeArraySlot {
                    hash        = (long)NativeArrayUnsafeUtility.GetUnsafeBufferPointerWithoutChecks(res),
                    lastWrite   = default,
Пример #10
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        /// <summary>
        /// Changes the list length, resizing if necessary.
        /// </summary>
        /// <param name="length">The new length of the list.</param>
        /// <param name="options">Memory should be cleared on allocation or left uninitialized.</param>
        public void Resize(int length, NativeArrayOptions options)
        {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
            AtomicSafetyHandle.CheckWriteAndBumpSecondaryVersion(m_Safety);
            AtomicSafetyHandle.CheckReadAndThrow(m_Safety);
#endif
            m_ListData->Resize(UnsafeUtility.SizeOf <T>(), UnsafeUtility.AlignOf <T>(), length, options);
        }
Пример #11
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 /// <summary>
 /// Constructs a new reference container using the specified type of memory allocation.
 /// </summary>
 /// <param name="allocator">A member of the
 /// [Unity.Collections.Allocator](https://docs.unity3d.com/ScriptReference/Unity.Collections.Allocator.html) enumeration.</param>
 /// <param name="options">A member of the
 /// [Unity.Collections.NativeArrayOptions](https://docs.unity3d.com/ScriptReference/Unity.Collections.NativeArrayOptions.html) enumeration.</param>
 public NativeReference(Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
 {
     Allocate(allocator, out this);
     if (options == NativeArrayOptions.ClearMemory)
     {
         UnsafeUtility.MemClear(m_Data, UnsafeUtility.SizeOf <T>());
     }
 }
Пример #12
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        /// <summary>
        ///     Shrink the capacity of the <see cref="NativeSimpleQueue{T}" /> to fit its contents.
        /// </summary>
        /// <param name="allocator">The <see cref="Unity.Collections.Allocator" /> type to use.</param>
        /// <param name="nativeArrayOptions">Should the memory be cleared on allocation?</param>
        public void TrimExcess(Allocator allocator, NativeArrayOptions nativeArrayOptions)
        {
            int threshold = (int)(Array.Length * 0.9);

            if (Count < threshold)
            {
                SetCapacity(Count, allocator, nativeArrayOptions);
            }
        }
Пример #13
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 public unsafe NativeArrayNoLeakDetection(int length, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
 {
     Allocate(length, allocator, out this);
     if ((options & NativeArrayOptions.ClearMemory) != NativeArrayOptions.ClearMemory)
     {
         return;
     }
     UnsafeUtility.MemClear(m_Buffer, (long)Length * (long)UnsafeUtility.SizeOf <T>());
 }
Пример #14
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        public NativeArray2D(int length0, int length1, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
        {
            Allocate(length0, length1, allocator, out this);

            if (options == NativeArrayOptions.ClearMemory)
            {
                UnsafeUtility.MemClear(m_Buffer, m_Length * UnsafeUtility.SizeOf <T>());
            }
        }
Пример #15
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 public NativeArray3D(int x, int y, int z, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
 {
     Internal   = new NativeArray <T>(x * y * z, allocator);
     IsDisposed = false;
     _xLength   = x;
     _yLength   = y;
     _zLength   = z;
     _yzLength  = y * z;
 }
Пример #16
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        public MeshProxyArray(int length, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
        {
            Allocate(length, allocator, out this);
            if ((options & NativeArrayOptions.ClearMemory) != NativeArrayOptions.ClearMemory)
            {
                return;
            }

            UnsafeUtility.MemClear(this.m_Meshes, (long)this.Length * (long)UnsafeUtility.SizeOf <MeshProxyElement>());
        }
Пример #17
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    public NativeIntArray(int length, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
    {
        Allocate(length, allocator, out this);

        // Set the memory block to 0 if requested.
        if ((options & NativeArrayOptions.ClearMemory) == NativeArrayOptions.ClearMemory)
        {
            UnsafeUtility.MemClear(m_Buffer, (long)length * UnsafeUtility.SizeOf <int>());
        }
    }
Пример #18
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    public NativeMinHeap(int capacity, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
    {
        // Allocate the buffer
        Allocate(capacity, allocator, out this);

        // Clear the buffer if passed as argument
        if ((options & NativeArrayOptions.ClearMemory) == NativeArrayOptions.ClearMemory)
        {
            UnsafeUtility.MemClear(m_Buffer, (long)capacity * UnsafeUtility.SizeOf <NativeMinHeapNode <TValue, TPriority> >());
        }
    }
 public static void ResizeNativeArray <T>(ref NativeArray <T> array, int length, NativeArrayOptions option = NativeArrayOptions.UninitializedMemory) where T : struct
 {
     if (array.Length < length)
     {
         if (array.IsCreated)
         {
             array.Dispose();
         }
         array = new NativeArray <T>(length, Allocator.Persistent, option);
     }
 }
Пример #20
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        public NativeArray(int length, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
        {
            NativeArray <T> .Allocate(length, allocator, out this);

            bool flag = (options & NativeArrayOptions.ClearMemory) == NativeArrayOptions.ClearMemory;

            if (flag)
            {
                UnsafeUtility.MemClear(this.m_Buffer, (long)this.Length * (long)UnsafeUtility.SizeOf <T>());
            }
        }
        /// <summary>
        /// Constructs a new list using the specified type of memory allocation.
        /// </summary>
        /// <param name="initialCapacity">The initial capacity of the list. If the list grows larger than its capacity,
        /// the internal array is copied to a new, larger array.</param>
        /// <param name="allocator">A member of the
        /// [Unity.Collections.Allocator](https://docs.unity3d.com/ScriptReference/Unity.Collections.Allocator.html) enumeration.</param>
        /// <param name="options">Memory should be cleared on allocation or left uninitialized.</param>
        /// <remarks>The list initially has a capacity of one. To avoid reallocating memory for the list, specify
        /// sufficient capacity up front.</remarks>
        public unsafe UnsafePtrList(int initialCapacity, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.UninitializedMemory)
        {
            Ptr       = null;
            length    = 0;
            capacity  = 0;
            Allocator = AllocatorManager.None;

            var sizeOf = IntPtr.Size;

            this.ListData() = new UnsafeList(sizeOf, sizeOf, initialCapacity, allocator, options);
        }
Пример #22
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    /// <summary>
    /// Construct a new 2D Native Array with the given row and column count, and given allocator.
    /// </summary>
    /// <param name="columnCount"></param>
    /// <param name="rowCount"></param>
    /// <param name="allocator"></param>
    public NativeArray2D(int columnCount, int rowCount, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
    {
        m_data = new NativeArray <T>(columnCount * rowCount, allocator, options);

#if ENABLE_UNITY_COLLECTIONS_CHECKS
        m_safety = NativeArrayUnsafeUtility.GetAtomicSafetyHandle(m_data);
#endif

        m_columns = columnCount;
        m_rows    = rowCount;
    }
Пример #23
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        /************************************************************************************************************************/
        #region Initialisation
        /************************************************************************************************************************/

        /// <summary>
        /// Allocates room for a specified number of properties to be filled by
        /// <see cref="InitialiseProperty(int, Transform, Type, string)"/>.
        /// </summary>
        public AnimatedProperty(IAnimancerComponent animancer, int propertyCount,
                                NativeArrayOptions options = NativeArrayOptions.ClearMemory)
        {
            _Properties = new NativeArray <PropertyStreamHandle>(propertyCount, Allocator.Persistent, options);
            _Values     = new NativeArray <TValue>(propertyCount, Allocator.Persistent);
            CreateJob();

            var playable = animancer.Playable;

            CreatePlayable(playable);
            playable.Disposables.Add(this);
        }
Пример #24
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        NativeBitArray(int numBits, Allocator allocator, NativeArrayOptions options, int disposeSentinelStackDepth)
        {
            CheckAllocator(allocator);
#if ENABLE_UNITY_COLLECTIONS_CHECKS
            DisposeSentinel.Create(out m_Safety, out m_DisposeSentinel, disposeSentinelStackDepth, allocator);
            if (s_staticSafetyId.Data == 0)
            {
                CreateStaticSafetyId();
            }
            AtomicSafetyHandle.SetStaticSafetyId(ref m_Safety, s_staticSafetyId.Data);
#endif
            m_BitArray = new UnsafeBitArray(numBits, allocator, options);
        }
Пример #25
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        /// <summary>
        /// Constructs a new container with the specified initial capacity and type of memory allocation.
        /// </summary>
        /// <param name="numBits">Number of bits.</param>
        /// <param name="allocator">A member of the
        /// [Unity.Collections.Allocator](https://docs.unity3d.com/ScriptReference/Unity.Collections.Allocator.html) enumeration.</param>
        /// <param name="options">Memory should be cleared on allocation or left uninitialized.</param>
        public UnsafeBitArray(int numBits, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
        {
            Allocator = allocator;
            var sizeInBytes = Bitwise.AlignUp(numBits, 64) / 8;

            Ptr    = (ulong *)UnsafeUtility.Malloc(sizeInBytes, 16, allocator);
            Length = sizeInBytes * 8;

            if (options == NativeArrayOptions.ClearMemory)
            {
                UnsafeUtility.MemClear(Ptr, sizeInBytes);
            }
        }
Пример #26
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        /// <summary>
        ///     Create a <see cref="NativeSparseSet" /> with an <paramref name="initialCapacity" />.
        /// </summary>
        /// <param name="initialCapacity">The initial capacity of the sparse and dense int arrays.</param>
        /// <param name="allocator">The <see cref="Unity.Collections.Allocator" /> type to use.</param>
        /// <param name="nativeArrayOptions">Should the memory be cleared on allocation?</param>
        public NativeSparseSet(int initialCapacity, Allocator allocator, NativeArrayOptions nativeArrayOptions)
        {
            ++initialCapacity;
            DenseArray  = new NativeArray <int>(initialCapacity, allocator, nativeArrayOptions);
            SparseArray = new NativeArray <int>(initialCapacity, allocator, nativeArrayOptions);
            Count       = 0;
            FreeIndex   = 0;

            for (int i = 0; i < initialCapacity; i++)
            {
                DenseArray[i]  = -1;
                SparseArray[i] = i + 1;
            }
        }
Пример #27
0
        /// <summary>
        /// Constructs a new container with the specified initial capacity and type of memory allocation.
        /// </summary>
        /// <param name="numBits">Number of bits.</param>
        /// <param name="allocator">A member of the
        /// [Unity.Collections.Allocator](https://docs.unity3d.com/ScriptReference/Unity.Collections.Allocator.html) enumeration.</param>
        /// <param name="options">Memory should be cleared on allocation or left uninitialized.</param>
        /// <note>Allocated number of bits will be aligned-up to closest 64-bits. For example, passing 1 as numBits will create BitArray that's
        /// 64-bit (8 bytes) long.</note>
        public UnsafeBitArray(int numBits, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
        {
            CheckAllocator(allocator);
            Allocator = allocator;
            var sizeInBytes = Bitwise.AlignUp(numBits, 64) / 8;

            Ptr    = (ulong *)Memory.Unmanaged.Allocate(sizeInBytes, 16, allocator);
            Length = numBits;

            if (options == NativeArrayOptions.ClearMemory)
            {
                UnsafeUtility.MemClear(Ptr, sizeInBytes);
            }
        }
Пример #28
0
        /// <summary>
        /// Constructs a new container with the specified capacity and type of memory allocation.
        /// </summary>
        /// <param name="capacity">Container capacity.</param>
        /// <param name="allocator">A member of the
        /// [Unity.Collections.Allocator](https://docs.unity3d.com/ScriptReference/Unity.Collections.Allocator.html) enumeration.</param>
        /// <param name="options">Memory should be cleared on allocation or left uninitialized.</param>
        public UnsafeRingQueue(int capacity, Allocator allocator, NativeArrayOptions options = NativeArrayOptions.ClearMemory)
        {
            capacity += 1;

            Allocator = allocator;
            Control   = new RingControl(capacity);
            var sizeInBytes = capacity * UnsafeUtility.SizeOf <T>();

            Ptr = (T *)UnsafeUtility.Malloc(sizeInBytes, 16, allocator);

            if (options == NativeArrayOptions.ClearMemory)
            {
                UnsafeUtility.MemClear(Ptr, sizeInBytes);
            }
        }
Пример #29
0
        /************************************************************************************************************************/

        private void Awake()
        {
            // Create the job and initialise all its arrays.
            // They are all Persistent because we want them to last for the full lifetime of the job.
            // Most of them can use UninitializedMemory which is faster because we will be immediately filling them.
            // But the velocities will use the default ClearMemory to make sure all the values start at zero.

            // Since we are about to use these values several times, we can shorten the following lines a bit by using constants:
            const Allocator          Persistent          = Allocator.Persistent;
            const NativeArrayOptions UninitializedMemory = NativeArrayOptions.UninitializedMemory;

            var job = new DampingJob()
            {
                jointHandles   = new NativeArray <TransformStreamHandle>(_BoneCount, Persistent, UninitializedMemory),
                localPositions = new NativeArray <Vector3>(_BoneCount, Persistent, UninitializedMemory),
                localRotations = new NativeArray <Quaternion>(_BoneCount, Persistent, UninitializedMemory),
                positions      = new NativeArray <Vector3>(_BoneCount, Persistent, UninitializedMemory),
                velocities     = new NativeArray <Vector3>(_BoneCount, Persistent),
            };

            // Initialise the contents of the arrays for each bone.
            var animator = _Animancer.Animator;
            var bone     = _EndBone;

            for (int i = _BoneCount - 1; i >= 0; i--)
            {
                job.jointHandles[i]   = animator.BindStreamTransform(bone);
                job.localPositions[i] = bone.localPosition;
                job.localRotations[i] = bone.localRotation;
                job.positions[i]      = bone.position;

                bone = bone.parent;
            }

            job.rootHandle = animator.BindStreamTransform(bone);

            // Add the job to Animancer's output.
            _Animancer.Playable.InsertOutputJob(job);

            // Make sure Animancer disposes the Native Arrays when it is destroyed so we don't leak memory.
            // If we were writing our own job rather than just using the sample, we could have it implement the
            // IDisposable interface to dispose its arrays so that we would only have to call ...Add(_Job); here.
            _Animancer.Playable.Disposables.Add(job.jointHandles);
            _Animancer.Playable.Disposables.Add(job.localPositions);
            _Animancer.Playable.Disposables.Add(job.localRotations);
            _Animancer.Playable.Disposables.Add(job.positions);
            _Animancer.Playable.Disposables.Add(job.velocities);
        }
Пример #30
0
        /// <summary>
        ///     Add an <paramref name="item" /> to the <see cref="NativeSimpleQueue{T}" /> at its end..
        /// </summary>
        /// <param name="item">The typed <see cref="object" /> to add.</param>
        /// <param name="allocator">The <see cref="Unity.Collections.Allocator" /> type to use.</param>
        /// <param name="nativeArrayOptions">Should the memory be cleared on allocation?</param>
        public void Enqueue(T item, Allocator allocator, NativeArrayOptions nativeArrayOptions)
        {
            if (Count == Array.Length)
            {
                int newCapacity = Array.Length * 2;
                if (newCapacity < Array.Length + MinimumGrow)
                {
                    newCapacity = Array.Length + MinimumGrow;
                }

                SetCapacity(newCapacity, allocator, nativeArrayOptions);
            }

            Array[EndIndex] = item;
            EndIndex        = (EndIndex + 1) % Array.Length;
            Count++;
        }