9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
50 lines
1.5 KiB
C#
50 lines
1.5 KiB
C#
using System;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Collections;
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namespace Burst.Compiler.IL.Tests.Helpers
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{
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// Only used to allow to call the delegate with a NativeArrayRaw
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// As we can't use a generic with pinvoke
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internal unsafe struct NativeArrayRaw : IDisposable
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{
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// MUST BE IN SYNC WITH NativeArray
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internal void* m_Buffer;
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internal int m_Length;
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#if ENABLE_UNITY_COLLECTIONS_CHECKS
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internal int m_MinIndex;
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internal int m_MaxIndex;
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internal AtomicSafetyHandle m_Safety;
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internal DisposeSentinel m_DisposeSentinel;
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#endif
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Allocator m_AllocatorLabel;
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public NativeArrayRaw(void* mBuffer, int mLength)
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{
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m_Buffer = mBuffer;
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m_Length = mLength;
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m_AllocatorLabel = Allocator.Persistent;
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#if ENABLE_UNITY_COLLECTIONS_CHECKS
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m_MinIndex = 0;
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m_MaxIndex = m_Length -1;
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m_Safety = AtomicSafetyHandle.Create();
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m_DisposeSentinel = null;
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#endif
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}
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public void Dispose()
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{
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#if ENABLE_UNITY_COLLECTIONS_CHECKS
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DisposeSentinel.Dispose(ref m_Safety, ref m_DisposeSentinel);
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#endif
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if (m_Buffer != (void*)0)
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{
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UnsafeUtility.Free((void*)m_Buffer, m_AllocatorLabel);
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m_Buffer = (void*)0;
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m_Length = 0;
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}
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}
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}
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}
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