forked from BilalY/Rasagar
37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
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using System;
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using System.Runtime.InteropServices;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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namespace UnityEngine.Rendering.Universal
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{
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unsafe struct PinnedArray<T> : IDisposable where T : struct
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{
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public T[] managedArray;
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public GCHandle handle;
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public NativeArray<T> nativeArray;
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public int length => managedArray != null ? managedArray.Length : 0;
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public PinnedArray(int length)
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{
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managedArray = new T[length];
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handle = GCHandle.Alloc(managedArray, GCHandleType.Pinned);
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nativeArray = NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray<T>((void*)handle.AddrOfPinnedObject(), length, Allocator.None);
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#if ENABLE_UNITY_COLLECTIONS_CHECKS
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NativeArrayUnsafeUtility.SetAtomicSafetyHandle(ref nativeArray, AtomicSafetyHandle.Create());
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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 (managedArray == null) return;
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#if ENABLE_UNITY_COLLECTIONS_CHECKS
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AtomicSafetyHandle.Release(NativeArrayUnsafeUtility.GetAtomicSafetyHandle(nativeArray));
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#endif
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handle.Free();
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this = default;
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}
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}
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}
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