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Parallel.For for Unity
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using System.Collections.Generic; | |
using System.Threading; | |
namespace Gist { | |
public static class Parallel { | |
static AutoResetEvent[] _resets; | |
public static void For(int fromInclusive, int toExclusive, System.Action<int> body) { | |
var numThreads = 2 * System.Environment.ProcessorCount; | |
if (_resets == null || _resets.Length != numThreads) { | |
_resets = new AutoResetEvent[numThreads]; | |
for (var i = 0; i < numThreads; i++) | |
_resets [i] = new AutoResetEvent (false); | |
} | |
var work = new WaitCallback ((i) => { | |
var ii = (int)i; | |
var j = ii + fromInclusive; | |
for (var k = (int)j; k < toExclusive; k += numThreads) | |
body ((int)k); | |
_resets [ii].Set (); | |
}); | |
lock (_resets) { | |
for (var i = 0; i < numThreads; i++) | |
ThreadPool.QueueUserWorkItem (work, i); | |
for (var i = 0; i < numThreads; i++) | |
_resets [i].WaitOne (); | |
} | |
} | |
public static void SerialFor(int fromInclusive, int toExclusive, System.Action<int> body) { | |
for (var i = fromInclusive; i < toExclusive; i++) | |
body (i); | |
} | |
} | |
} |
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Would you mind providing an example how you'd use your Parallel implementation in case you want to replace you sequential-for which could be for example:
for (int i = 0; i < gameObjects.Length; i++)
{
gameObjects[i].transform.localPosition += Physics.referenceFrameVelocity * Time.deltaTime;
}
Thanks a lot!