Is your feature request related to a problem? Please describe.
Next method is kind of slow in Unity runtime (not sure about Core):
public Span<T> Span => _items.AsSpan(0, _size);
Describe the solution you'd like
Mark this method as aggressive optimization and inlining.
Describe alternatives you've considered
Provide unsafe access to writable array as ReadOnlyProperty.
Additional context
We get data from Span by ref.
I know Core 3 optimized Span, but there are issues to measure that because of BDN-JIT instability. Same time Unity is involved into .NET Ecosystem and hopefully will optimize Span in some time (because people will use .NET Standard with Spans and Unity stated it is 2.0 and will be 2.1)
Is your feature request related to a problem? Please describe.
Next method is kind of slow in Unity runtime (not sure about Core):
Describe the solution you'd like
Mark this method as aggressive optimization and inlining.
Describe alternatives you've considered
Provide unsafe access to writable array as ReadOnlyProperty.
Additional context
We get data from Span by ref.
I know Core 3 optimized Span, but there are issues to measure that because of BDN-JIT instability. Same time Unity is involved into .NET Ecosystem and hopefully will optimize Span in some time (because people will use .NET Standard with Spans and Unity stated it is 2.0 and will be 2.1)