forked from BilalY/Rasagar
125 lines
4.5 KiB
C#
125 lines
4.5 KiB
C#
using System;
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using UnityEditor;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Jobs.LowLevel.Unsafe;
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using UnityEngine;
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// This menu is available from the editor directly on later versions
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#if !UNITY_2022_2_14F1_OR_NEWER
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class JobsMenu
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{
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private static int savedJobWorkerCount = JobsUtility.JobWorkerCount;
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[SettingsProvider]
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private static SettingsProvider JobsPreferencesItem()
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{
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var provider = new SettingsProvider("Preferences/Jobs", SettingsScope.User)
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{
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label = "Jobs",
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keywords = new[]{"Jobs"},
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guiHandler = (searchContext) =>
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{
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var originalWidth = EditorGUIUtility.labelWidth;
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EditorGUIUtility.labelWidth = 200f;
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EditorGUILayout.BeginVertical();
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GUILayout.BeginVertical();
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EditorGUILayout.LabelField("For safety, these values are reset on editor restart.");
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bool madeChange = false;
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bool oldWorkerCount = (JobsUtility.JobWorkerCount > 0);
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bool newWorkerCount = EditorGUILayout.Toggle(new GUIContent("Use Job Threads:"), oldWorkerCount);
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if (newWorkerCount != oldWorkerCount)
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{
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madeChange = true;
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SwitchUseJobThreads();
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}
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bool oldUseJobsDebugger = JobsUtility.JobDebuggerEnabled;
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var newUseJobsDebugger = EditorGUILayout.Toggle(new GUIContent("Enable Jobs Debugger"), JobsUtility.JobDebuggerEnabled);
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if (newUseJobsDebugger != oldUseJobsDebugger)
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{
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madeChange = true;
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SetUseJobsDebugger(newUseJobsDebugger);
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}
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var oldLeakDetectionMode = NativeLeakDetection.Mode;
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var newLeakDetectionMode = (NativeLeakDetectionMode) EditorGUILayout.EnumPopup(new GUIContent("Leak Detection Level"), oldLeakDetectionMode);
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if (newLeakDetectionMode != oldLeakDetectionMode)
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{
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madeChange = true;
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SetLeakDetection(newLeakDetectionMode);
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}
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if (madeChange)
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Telemetry.LogMenuPreferences(new Telemetry.MenuPreferencesEvent { useJobsThreads = newUseJobsDebugger, enableJobsDebugger = newUseJobsDebugger, nativeLeakDetectionMode = newLeakDetectionMode });
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GUILayout.EndVertical();
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EditorGUILayout.EndVertical();
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EditorGUIUtility.labelWidth = originalWidth;
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}
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};
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return provider;
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}
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static void SwitchUseJobThreads()
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{
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if (JobsUtility.JobWorkerCount > 0)
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{
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savedJobWorkerCount = JobsUtility.JobWorkerCount;
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JobsUtility.JobWorkerCount = 0;
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}
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else
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{
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JobsUtility.JobWorkerCount = savedJobWorkerCount;
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if (savedJobWorkerCount == 0)
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{
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JobsUtility.ResetJobWorkerCount();
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}
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}
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}
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static void SetUseJobsDebugger(bool value)
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{
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JobsUtility.JobDebuggerEnabled = value;
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}
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static void SetLeakDetection(NativeLeakDetectionMode value)
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{
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switch(value)
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{
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case NativeLeakDetectionMode.Disabled:
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{
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// In the case where someone enables, disables, then re-enables leak checking, we might miss some frees
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// while disabled. So to avoid spurious leak warnings, just forgive the leaks every time someone disables
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// leak checking through the menu.
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UnsafeUtility.ForgiveLeaks();
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Debug.LogWarning("Leak detection has been disabled. Leak warnings will not be generated, and all leaks up to now are forgotten.");
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break;
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}
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case NativeLeakDetectionMode.Enabled:
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{
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Debug.Log("Leak detection has been enabled. Leak warnings will be generated upon exiting play mode.");
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break;
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}
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case NativeLeakDetectionMode.EnabledWithStackTrace:
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{
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Debug.Log("Leak detection with stack traces has been enabled. Leak warnings will be generated upon exiting play mode.");
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break;
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}
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default:
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{
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throw new Exception($"Unhandled {nameof(NativeLeakDetectionMode)}");
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}
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}
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NativeLeakDetection.Mode = value;
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}
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}
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#endif
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