71 lines
1.7 KiB
C#
71 lines
1.7 KiB
C#
using UnityEngine.LowLevel;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.InteropServices;
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namespace Klak.Spout {
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//
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// "Memory pool" class without actual memory pool functionality
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// At the moment, it only provides the delayed destruction method.
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//
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static class MemoryPool
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{
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#region Public method
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public static void FreeOnEndOfFrame(GCHandle gch)
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=> _toBeFreed.Push(gch);
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#endregion
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#region Delayed destruction
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static Stack<GCHandle> _toBeFreed = new Stack<GCHandle>();
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static void OnEndOfFrame()
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{
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while (_toBeFreed.Count > 0) _toBeFreed.Pop().Free();
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}
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#endregion
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#region PlayerLoopSystem implementation
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static MemoryPool()
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{
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InsertPlayerLoopSystem();
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#if UNITY_EDITOR
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// We use not only PlayerLoopSystem but also the
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// EditorApplication.update callback because the PlayerLoop events are
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// not invoked in the edit mode.
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UnityEditor.EditorApplication.update += OnEndOfFrame;
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#endif
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}
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static void InsertPlayerLoopSystem()
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{
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var customSystem = new PlayerLoopSystem()
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{ type = typeof(MemoryPool), updateDelegate = OnEndOfFrame };
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var playerLoop = PlayerLoop.GetCurrentPlayerLoop();
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for (var i = 0; i < playerLoop.subSystemList.Length; i++)
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{
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ref var phase = ref playerLoop.subSystemList[i];
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if (phase.type == typeof(UnityEngine.PlayerLoop.PostLateUpdate))
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{
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phase.subSystemList = phase.subSystemList
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.Concat(new [] { customSystem }).ToArray();
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break;
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}
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}
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PlayerLoop.SetPlayerLoop(playerLoop);
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}
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#endregion
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}
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} // namespace Klak.Spout
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