I am trying to create a function that runs IJobChunk.Execute() in managed code directly.
Unity actually have a function for this inside IJobChunk named "RunByRefWithoutJobs" but it is internal...
I succeeded getting these variables:
chunk
query.ToArchetypeChunkList();
unfilteredChunkIndex:
query.CalculateFilteredChunkIndexArray();
Only enabled mask is missing.
Even though i found a way using query.Matches(entity) + chunk.GetNativeArray(EntityTypeHandle), it would be cool if i were to literally get it using a function.
Of course, the Unity also gets enabled mask via an utility class which i dont have access to:
ChunkIterationUtility.GetEnabledMask(chunkIndexInArchetype, chunkEntityCount, _CurrentArchetypeState, out enableBits);