forked from BilalY/Rasagar
224 lines
6.4 KiB
C#
224 lines
6.4 KiB
C#
using System;
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using System.Diagnostics;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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using UnityEngine;
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/// <summary>
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/// Shared class used for Unit tests.
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/// </summary>
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[BurstCompile] // attribute added just to check that static methods are getting compiled
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public class BurstJobTester2 : IDisposable
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{
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private NativeArray<float> _array;
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private NativeArray<float> _arrayAsyncJobDefault;
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private NativeArray<float> _arrayAsyncJobFast;
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public BurstJobTester2()
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{
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_array = new NativeArray<float>(10, Allocator.Persistent);
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_arrayAsyncJobDefault = new NativeArray<float>(10, Allocator.Persistent);
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_arrayAsyncJobFast = new NativeArray<float>(10, Allocator.Persistent);
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}
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public void Dispose()
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{
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_array.Dispose();
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_arrayAsyncJobDefault.Dispose();
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_arrayAsyncJobFast.Dispose();
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}
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public float Calculate()
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{
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// Schedule the job on each frame to make sure that it will be compiled async on the next frame
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_array[0] = 0.0f;
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// Launch synchronous job
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var job = new MyJob { Result = _array };
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job.Schedule().Complete();
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var rotation = job.Result[0];
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// Launch an async compilation
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var asyncJobNoOptim = new MyJobWithDefaultOptimizations() {Result = _arrayAsyncJobDefault};
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var asyncJobFastOptim = new MyJobWithFastOptimizations() {Result = _arrayAsyncJobFast};
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var asyncJobNoOptimHandle = asyncJobNoOptim.Schedule();
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var asyncJobFastOptimHandle = asyncJobFastOptim.Schedule();
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// Wait for async completion
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asyncJobNoOptimHandle.Complete();
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asyncJobFastOptimHandle.Complete();
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return rotation;
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}
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public float CheckFunctionPointer()
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{
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var functionPointer1 = BurstCompiler.CompileFunctionPointer<Add2NumbersDelegate>(Add2Numbers);
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var result = functionPointer1.Invoke(1.0f, 2.0f);
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var functionPointer2 = BurstCompiler.CompileFunctionPointer<Add2NumbersDelegate>(Add2NumbersThrows);
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return functionPointer2.Invoke(1.0f, 2.0f);
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}
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[BurstCompile(CompileSynchronously = true)] // attribute used for a static method
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public static float Add2Numbers(float a, float b)
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{
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DiscardFunction(ref a);
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DiscardFunction(ref b);
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return a + b;
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}
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[BurstCompile(CompileSynchronously = true)] // attribute used for a static method
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public static float Add2NumbersThrows(float a, float b)
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{
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DiscardFunction(ref a);
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DiscardFunction(ref b);
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if (a > 0) ThrowNewArgumentException();
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return a + b;
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}
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[Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")]
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private static void ThrowNewArgumentException()
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{
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throw new ArgumentException("Invalid a must be < 0");
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}
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[BurstDiscard]
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private static void DiscardFunction(ref float x)
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{
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x = 0;
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}
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public delegate float Add2NumbersDelegate(float a, float b);
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[BurstCompile(CompileSynchronously = true)]
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public struct MyJob : IJob
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{
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[WriteOnly]
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public NativeArray<float> Result;
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public void Execute()
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{
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Result[0] = ChangeValue();
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EraseRotation();
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}
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// Use an indirection: Execute -> instance method -> static method
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// (to check caching manually, change "1.0f" in ChangeValue() and 2.0f in ChangeValueStatic())
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private float ChangeValue()
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{
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return 1.0f + ChangeValueStatic();
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}
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private static float ChangeValueStatic()
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{
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return 2.0f;
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}
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// Use BurstDiscard, if burst is not available, this method will get executed and it will make the cube static on the screen.
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[BurstDiscard]
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private void EraseRotation()
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{
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Result[0] = 0.0f;
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}
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// static method in a burst job, but we still want to compile separately
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[BurstCompile(FloatMode = FloatMode.Deterministic, CompileSynchronously = true)]
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public static float CheckFmaSlow(float a, float b, float c)
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{
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return a * b + c + math.sin(c);
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}
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// static method in a burst job, but we still want to compile separately
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// Used only to check that compilation is working for different burst compile options
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[BurstCompile(FloatPrecision.Low, FloatMode.Fast, CompileSynchronously = true)]
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public static float CheckFmaFast(float a, float b, float c)
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{
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return a * b + c + math.sin(c);
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}
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}
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[BurstCompile(CompileSynchronously = false)]
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public struct MyJobAsync : IJob
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{
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[WriteOnly]
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public NativeArray<float> Result;
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public void Execute()
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{
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Result[0] = ChangeValue();
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EraseRotation();
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}
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private float ChangeValue()
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{
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return 1.0f + ChangeValueStatic();
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}
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private static float ChangeValueStatic()
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{
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return 2.0f;
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}
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[BurstDiscard]
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private void EraseRotation()
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{
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Result[0] = 0.0f;
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}
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}
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[BurstCompile]
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public struct MyJobWithDefaultOptimizations : IJob
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{
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public NativeArray<float> Result;
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public void Execute()
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{
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Result[0] = math.cos(Result[0]);
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}
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}
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/// <summary>
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/// This Job is checking that we can allocate and dispose a NativeArray from a Burst Job
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/// </summary>
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[BurstCompile(CompileSynchronously = true)]
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public struct MyJobCreatingAndDisposingNativeArray : IJob
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{
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public int Length;
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public NativeArray<int> Result;
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public void Execute()
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{
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var array = new NativeArray<float>(Length, Allocator.Temp);
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for (int i = 0; i < array.Length; i++)
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{
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array[i] = i;
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}
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int result = array.Length;
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array.Dispose();
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DiscardFromManaged(ref result);
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Result[0] = result;
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}
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[BurstDiscard]
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public static void DiscardFromManaged(ref int result)
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{
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result = 0;
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}
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}
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// Used only to check that compilation is working for different burst compile options
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[BurstCompile(FloatPrecision.Low, FloatMode.Fast)]
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public struct MyJobWithFastOptimizations : IJob
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{
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public NativeArray<float> Result;
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public void Execute()
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{
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Result[0] = math.cos(Result[0]);
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}
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}
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}
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