Created
February 28, 2020 07:03
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using Unity.Burst; | |
| using Unity.Collections; | |
| using Unity.Entities; | |
| using UnityEngine; | |
| public class FunctionPointerOnComponents : SystemBase | |
| { | |
| [BurstCompile] | |
| public class BurstFuncs | |
| { | |
| [BurstCompile] | |
| public static float Multiply(float a, float b) => a * b; | |
| [BurstCompile] | |
| public static float Add(float a, float b) => a + b; | |
| public delegate float ProcessFloats(float a, float b); | |
| } | |
| public struct FuncComponent : IComponentData | |
| { | |
| public FunctionPointer<BurstFuncs.ProcessFloats> func; | |
| public static implicit operator FunctionPointer<BurstFuncs.ProcessFloats>(FuncComponent c) => c.func; | |
| public static implicit operator FuncComponent(FunctionPointer<BurstFuncs.ProcessFloats> f) => new FuncComponent { func = f }; | |
| } | |
| protected override void OnCreate() | |
| { | |
| base.OnCreate(); | |
| var addEntity = EntityManager.CreateEntity(typeof(FuncComponent)); | |
| var mulEntity = EntityManager.CreateEntity(typeof(FuncComponent)); | |
| var add = BurstCompiler.CompileFunctionPointer<BurstFuncs.ProcessFloats>( | |
| BurstFuncs.Add); | |
| var mul = BurstCompiler.CompileFunctionPointer<BurstFuncs.ProcessFloats>( | |
| BurstFuncs.Multiply | |
| ); | |
| EntityManager.AddComponentData<FuncComponent>(addEntity, add); | |
| EntityManager.AddComponentData<FuncComponent>(mulEntity, mul); | |
| } | |
| protected override void OnUpdate() | |
| { | |
| NativeArray<float> inFloats = new NativeArray<float>(2, Allocator.TempJob); | |
| inFloats[0] = 5; | |
| inFloats[1] = 10; | |
| NativeArray<float> outFloats = new NativeArray<float>(2, Allocator.TempJob); | |
| // Call FunctionPointers from bursted job | |
| Entities.ForEach((int entityInQueryIndex, FuncComponent f) => | |
| { | |
| outFloats[entityInQueryIndex] = f.func.Invoke(inFloats[0], inFloats[1]); | |
| }).Schedule(); | |
| Job.WithoutBurst().WithCode(() => | |
| { | |
| // Prints 15, 50 | |
| for (int i = 0; i < 2; ++i) | |
| Debug.Log($"Result {i}: {outFloats[i].ToString()}"); | |
| }).Schedule(); | |
| var deps = Dependency; | |
| inFloats.Dispose(deps); | |
| outFloats.Dispose(deps); | |
| } | |
| } |
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