Skip to content

Commit

Permalink
Update SpriteRenderingSystem.cs
Browse files Browse the repository at this point in the history
remove unused job code
  • Loading branch information
Antoshidza committed Oct 10, 2022
1 parent ee1831d commit 3d1ea51
Showing 1 changed file with 0 additions and 21 deletions.
21 changes: 0 additions & 21 deletions Rendering/System/SpriteRenderingSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -293,27 +293,6 @@ public void Execute(ArchetypeChunk batchInChunk, int batchIndex, int indexOfFirs
}
}
[BurstCompile]
internal struct GatherPropertyByOrderMapJob<TProperty> : IJobChunk
where TProperty : struct
//TPropety supposed to be:
// * float
// * float4
// * float4x4
{
//this should be filled every frame with GetDynamicComponentTypeHandle
[ReadOnly] public DynamicComponentTypeHandle componentTypeHandle;
public int typeSize;
[NoAlias][ReadOnly] public NativeSlice<int> orderMap;
[NoAlias][WriteOnly][NativeDisableParallelForRestriction] public NativeArray<TProperty> outputArray;

public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
{
var dataArray = chunk.GetDynamicComponentDataArrayReinterpret<TProperty>(componentTypeHandle, typeSize);
for(int i = 0; i < dataArray.Length; i++)
outputArray[orderMap[firstEntityIndex + i]] = dataArray[i];
}
}
[BurstCompile]
internal struct GatherPropertyJob<TProperty> : IJobChunk
where TProperty : struct
//TPropety supposed to be:
Expand Down

0 comments on commit 3d1ea51

Please sign in to comment.