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通常,一项工作取决于另一项工作的结果。例如,作业 A 可能会写入NativeArray作业 B 用作输入。在调度依赖作业时,必须将此类依赖关系告知作业系统。作业系统在它所依赖的作业完成之前不会运行依赖作业。一个作业可以依赖于多个作业。
您还可以拥有一系列作业,其中每个作业都依赖于前一个作业。但是,依赖项会延迟作业执行,因为您必须等待作业的任何依赖项完成才能运行。完成依赖作业必须首先完成它所依赖的任何作业,以及这些作业所依赖的任何作业。
当您调用Schedule它返回一个JobHandle.您可以使用JobHandle作为其他工作的依赖项。如果一个作业依赖于另一个作业的结果,则可以传递第一个作业的JobHandle作为第二个作业的Schedule方法,如下所示:
JobHandle firstJobHandle = firstJob.Schedule();
secondJob.Schedule(firstJobHandle);
如果作业有很多依赖关系,可以使用该方法JobHandle.CombineDependencies合并它们。CombineDependencies允许您将依赖项传递给Schedule方法。
NativeArray<JobHandle> handles = new NativeArray<JobHandle>(numJobs, Allocator.TempJob);
// Populate `handles` with `JobHandles` from multiple scheduled jobs...
JobHandle jh = JobHandle.CombineDependencies(handles);
下面是具有多个依赖项的多个作业的示例。最佳做法是将作业代码 (MyJob和AddOneJob) 在单独的文件中将Update和LateUpdate代码,但为了清楚起见,此示例是一个文件:
using UnityEngine;
using Unity.Collections;
using Unity.Jobs;
public class MyDependentJob : MonoBehaviour
{
// Create a native array of a single float to store the result. This example waits for the job to complete.
NativeArray<float> result;
// Create a JobHandle to access the results
JobHandle secondHandle;
// Set up the first job
public struct MyJob : IJob
{
public float a;
public float b;
public NativeArray<float> result;
public void Execute()
{
result[0] = a + b;
}
}
// Set up the second job, which adds one to a value
public struct AddOneJob : IJob
{
public NativeArray<float> result;
public void Execute()
{
result[0] = result[0] + 1;
}
}
// Update is called once per frame
void Update()
{
// Set up the job data for the first job
result = new NativeArray<float>(1, Allocator.TempJob);
MyJob jobData = new MyJob
{
a = 10,
b = 10,
result = result
};
// Schedule the first job
JobHandle firstHandle = jobData.Schedule();
// Setup the data for the second job
AddOneJob incJobData = new AddOneJob
{
result = result
};
// Schedule the second job
secondHandle = incJobData.Schedule(firstHandle);
}
private void LateUpdate()
{
// Sometime later in the frame, wait for the job to complete before accessing the results.
secondHandle.Complete();
// All copies of the NativeArray point to the same memory, you can access the result in "your" copy of the NativeArray
// float aPlusBPlusOne = result[0];
// Free the memory allocated by the result array
result.Dispose();
}
}