88 lines
4.3 KiB
C#
88 lines
4.3 KiB
C#
using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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namespace UnityEngine.XR.ARSubsystems
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{
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/// <summary>
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/// Utilities for copying native arrays.
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/// </summary>
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public static class NativeCopyUtility
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{
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/// <summary>
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/// Creates a <c>NativeArray</c> from a pointer by first copying <paramref name="length"/>
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/// <paramref name="defaultT"/>s into the <c>NativeArray</c>, and then overwriting the
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/// data in the array with <paramref name="source"/>, assuming each element in <paramref name="source"/>
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/// is <paramref name="sourceElementSize"/> bytes.
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/// </summary>
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/// <remarks>
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/// This is useful for native inter-operations with structs that might change over time. This allows
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/// new fields to be added to the C# struct without breaking data obtained from data calls.
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/// </remarks>
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/// <typeparam name="T">The type of struct to copy.</typeparam>
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/// <param name="defaultT">A default version of <typeparamref name="T"/>, which will be used to first fill the array
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/// before copying from <paramref name="source"/>.</param>
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/// <param name="source">A pointer to a contiguous block of data of size <paramref name="sourceElementSize"/> * <paramref name="length"/>.</param>
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/// <param name="sourceElementSize">The size of one element in <paramref name="source"/>.</param>
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/// <param name="length">The number of elements to copy.</param>
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/// <param name="allocator">The allocator to use when creating the <c>NativeArray</c>.</param>
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/// <returns>
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/// A new <c>NativeArray</c> populating with <paramref name="defaultT"/> and <paramref name="source"/>.
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/// The caller owns the memory.
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/// </returns>
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public static unsafe NativeArray<T> PtrToNativeArrayWithDefault<T>(
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T defaultT,
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void* source,
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int sourceElementSize,
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int length,
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Allocator allocator) where T : struct
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{
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var array = CreateArrayFilledWithValue(defaultT, length, allocator);
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// Then overwrite with the source data, which may have a different size
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UnsafeUtility.MemCpyStride(
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array.GetUnsafePtr(),
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UnsafeUtility.SizeOf<T>(),
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source,
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sourceElementSize,
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sourceElementSize, length);
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return array;
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}
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/// <summary>
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/// Fills <paramref name="array"/> with repeated copies of <paramref name="value"/>.
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/// </summary>
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/// <typeparam name="T">The type of the <c>NativeArray</c>. Must be a <c>struct</c>.</typeparam>
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/// <param name="array">The array to fill.</param>
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/// <param name="value">The value with which to fill the array.</param>
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public static unsafe void FillArrayWithValue<T>(NativeArray<T> array, T value) where T : struct
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{
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// Early out if array is zero, or iOS will crash in MemCpyReplicate.
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if (array.Length == 0)
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return;
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UnsafeUtility.MemCpyReplicate(
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array.GetUnsafePtr(),
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UnsafeUtility.AddressOf(ref value),
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UnsafeUtility.SizeOf<T>(),
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array.Length);
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}
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/// <summary>
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/// Creates a new array allocated with <paramref name="allocator"/> and initialized with <paramref name="length"/>
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/// copies of <paramref name="value"/>.
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/// </summary>
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/// <typeparam name="T">The type of the <c>NativeArray</c> to create. Must be a <c>struct</c>.</typeparam>
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/// <param name="value">The value with which to fill the array.</param>
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/// <param name="length">The length of the array to create.</param>
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/// <param name="allocator">The allocator with which to create the <c>NativeArray</c>.</param>
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/// <returns>A new <c>NativeArray</c> initialized with copies of <paramref name="value"/>.</returns>
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public static unsafe NativeArray<T> CreateArrayFilledWithValue<T>(T value, int length, Allocator allocator) where T : struct
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{
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var array = new NativeArray<T>(length, allocator, NativeArrayOptions.UninitializedMemory);
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FillArrayWithValue(array, value);
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return array;
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}
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}
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}
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