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Utility to allow Unity Jobs to compute and returns results.

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High Concept

This small library is for getting results from a job back onto the main thread or into other jobs. It can do this in one of two ways:

  • Using a single allocated Result<T> that is conceptually a wrapper around a NativeArray<T> with a length of 1.

  • Using a smart Result<T,Op> that allows multiple jobs to collectively create a result in parallel. For example, a Result<int,Sum> would allow an IJobParallelFor to add up a bunch of numbers in parallel.

Result<T>

The NativeArray<T> with a length of 1 has been the goto method for getting computed results from a job back onto the main thread. While completely workable and performant, it leaves a little to be desired when it comes to code clarity. Using Result<T> instead of a NativeArray<T> of length 1 ensures that nobody (including you!) will ever go and mess with the length of that array accidentally because they didn't know it was an array for storing results. The type of the data structure enforces the amount of data it holds.

Result<T,Op>

While Result<T> is a simple convinience, Result<T,Op> is the real magic sauce. Currently if you want multiple threads to contribute to a single result, there are not exactly any built in ways to do that. If you want to sum up multiple values accross different threads, there isn't really a built-in way that can be accomplished. Result<T,Op> is a generic data structure that allows multiple threads to contribute to a single result in parallel.

For example, Result<int,Sum> is a container that represents a single integer result. This container supports the Sum operation, and allows jobs to add values to the result from multiple threads at the same time. For example, here is a simple job to add up all the values in an array in parallel:

public struct AddValues : IJobParallelFor {
	[ReadOnly]
	public NativeArray<int> values;
	
	public Result<int, Sum>.Concurrent sum;
	
	public void Execute(int i) {
		sum.Write(values[i]);
	}
}

public void Update() {
  var sum = new Result<int, Sum>(Allocator.Temp);

  new AddValues() {
    values = values,
    sum = sum
  }.Schedule(values.Length, 32).Complete();

  Debug.Log("The sum is " + sum.Value);

  sum.Dispose();
}

Part of the magic of Result<T,Op> is that it doesn't just allow taking the sum of integers, it supports floats as well! In fact, it supports doubles, Vector2, Vector3, and all the rest of the things you might want to sum. And is easily extensible if you wanted to sum things not currently implemented here. And in addition, Result<T,Op> doesn't just support adding things up, it supports lots of different operations. For example, here is how you find the maximum value of an array of doubles in parallel:

public struct FindMaximum : IJobParallelFor {
	[ReadOnly]
	public NativeArray<double> values;
	
	public Result<double, Maximum>.Concurrent max;
	
	public void Execute(int i) {
		max.Write(values[i]);
	}
}

Technically, it supports any operation that is Commutative (order doesn't matter), and has an Identity element. For example, addition is supported because addition is comutative, and addition has an identity element of 0.

Examples

This is an example of using a Result<Color,Sum> to add up all of the colors in a texture to calculate the average. The quad on the left is procedurally generated in one job, and then a second job calculates in parallel the average color to be displayed on the right quad.

This is an example of using a Result<Bounds,MaximumBounds> to calculate the maximum bounds of a large number of particles. The particles are simulated procedurally in one job, and then a second job calculates the bounding box of all of the particles in parallel.

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Utility to allow Unity Jobs to compute and returns results.

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