Firstborn/Library/PackageCache/com.unity.burst@1.7.3/Tests/Editor/EditmodeTest.cs

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2023-03-28 13:24:16 -04:00
using System;
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using Unity.Jobs.LowLevel.Unsafe;
using UnityEngine.TestTools;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using System.Threading;
using System.Diagnostics;
using UnityEditor;
using Debug = UnityEngine.Debug;
using System.Text.RegularExpressions;
using Unity.Profiling;
using UnityEditor.Compilation;
using System.IO;
[TestFixture]
public class EditModeTest
{
private const int MaxIterations = 500;
#if UNITY_2019_3_OR_NEWER
[UnityTest]
public IEnumerator CheckBurstJobEnabledDisabled()
{
BurstCompiler.Options.EnableBurstCompileSynchronously = true;
try
{
foreach(var item in CheckBurstJobDisabled()) yield return item;
foreach(var item in CheckBurstJobEnabled()) yield return item;
}
finally
{
BurstCompiler.Options.EnableBurstCompilation = true;
}
}
#endif
private IEnumerable CheckBurstJobEnabled()
{
BurstCompiler.Options.EnableBurstCompilation = true;
yield return null;
using (var jobTester = new BurstJobTester2())
{
var result = jobTester.Calculate();
Assert.AreNotEqual(0.0f, result);
}
}
private IEnumerable CheckBurstJobDisabled()
{
BurstCompiler.Options.EnableBurstCompilation = false;
yield return null;
using (var jobTester = new BurstJobTester2())
{
var result = jobTester.Calculate();
Assert.AreEqual(0.0f, result);
}
}
#if UNITY_2019_3_OR_NEWER
[UnityTest]
public IEnumerator CheckJobWithNativeArray()
{
BurstCompiler.Options.EnableBurstCompileSynchronously = true;
BurstCompiler.Options.EnableBurstCompilation = true;
yield return null;
var job = new BurstJobTester2.MyJobCreatingAndDisposingNativeArray()
{
Length = 128,
Result = new NativeArray<int>(16, Allocator.TempJob)
};
var handle = job.Schedule();
handle.Complete();
try
{
Assert.AreEqual(job.Length, job.Result[0]);
}
finally
{
job.Result.Dispose();
}
}
#endif
#if UNITY_BURST_BUG_FUNCTION_POINTER_FIXED
[UnityTest]
public IEnumerator CheckBurstFunctionPointerException()
{
BurstCompiler.Options.EnableBurstCompileSynchronously = true;
BurstCompiler.Options.EnableBurstCompilation = true;
yield return null;
using (var jobTester = new BurstJobTester())
{
var exception = Assert.Throws<InvalidOperationException>(() => jobTester.CheckFunctionPointer());
StringAssert.Contains("Exception was thrown from a function compiled with Burst", exception.Message);
}
}
#endif
[BurstCompile(CompileSynchronously = true)]
private struct HashTestJob : IJob
{
public NativeArray<int> Hashes;
public void Execute()
{
Hashes[0] = BurstRuntime.GetHashCode32<int>();
Hashes[1] = TypeHashWrapper.GetIntHash();
Hashes[2] = BurstRuntime.GetHashCode32<TypeHashWrapper.SomeStruct<int>>();
Hashes[3] = TypeHashWrapper.GetGenericHash<int>();
}
}
[Test]
public static void TestTypeHash()
{
HashTestJob job = new HashTestJob
{
Hashes = new NativeArray<int>(4, Allocator.TempJob)
};
job.Schedule().Complete();
var hash0 = job.Hashes[0];
var hash1 = job.Hashes[1];
var hash2 = job.Hashes[2];
var hash3 = job.Hashes[3];
job.Hashes.Dispose();
Assert.AreEqual(hash0, hash1, "BurstRuntime.GetHashCode32<int>() has returned two different hashes");
Assert.AreEqual(hash2, hash3, "BurstRuntime.GetHashCode32<SomeStruct<int>>() has returned two different hashes");
}
#if UNITY_2019_3_OR_NEWER
[UnityTest]
public IEnumerator CheckSafetyChecksWithDomainReload()
{
{
var job = new SafetyCheckJobWithDomainReload();
{
// Run with safety-checks true
BurstCompiler.Options.EnableBurstSafetyChecks = true;
job.Result = new NativeArray<int>(1, Allocator.TempJob);
try
{
var handle = job.Schedule();
handle.Complete();
Assert.AreEqual(2, job.Result[0]);
}
finally
{
job.Result.Dispose();
}
}
{
// Run with safety-checks false
BurstCompiler.Options.EnableBurstSafetyChecks = false;
job.Result = new NativeArray<int>(1, Allocator.TempJob);
bool hasException = false;
try
{
var handle = job.Schedule();
handle.Complete();
Assert.AreEqual(1, job.Result[0]);
}
catch
{
hasException = true;
throw;
}
finally
{
job.Result.Dispose();
if (hasException)
{
BurstCompiler.Options.EnableBurstSafetyChecks = true;
}
}
}
}
// Ask for domain reload
EditorUtility.RequestScriptReload();
// Wait for the domain reload to be completed
yield return new WaitForDomainReload();
{
// The safety checks should have been disabled by the previous code
Assert.False(BurstCompiler.Options.EnableBurstSafetyChecks);
// Restore safety checks
BurstCompiler.Options.EnableBurstSafetyChecks = true;
}
}
#endif
[BurstCompile(CompileSynchronously = true)]
private struct DebugLogJob : IJob
{
public int Value;
public void Execute()
{
UnityEngine.Debug.Log($"This is a string logged from a job with burst with the following {Value}");
}
}
[Test]
public static void TestDebugLog()
{
var job = new DebugLogJob
{
Value = 256
};
job.Schedule().Complete();
}
[BurstCompile(CompileSynchronously = true, Debug = true)]
struct DebugLogErrorJob : IJob
{
public void Execute()
{
UnityEngine.Debug.LogError("X");
}
}
[UnityTest]
public IEnumerator DebugLogError()
{
LogAssert.Expect(LogType.Error, "X");
var jobData = new DebugLogErrorJob();
jobData.Run();
yield return null;
}
[BurstCompile(CompileSynchronously = true)]
private struct SafetyCheckJobWithDomainReload : IJob
{
public NativeArray<int> Result;
public void Execute()
{
Result[0] = 1;
SetResultWithSafetyChecksOnly();
}
[Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")]
private void SetResultWithSafetyChecksOnly()
{
Result[0] = 2;
}
}
[Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")]
private static void SafelySetSomeBool(ref bool b)
{
b = true;
}
[BurstCompile(DisableSafetyChecks = false)]
private struct EnabledSafetyChecksJob : IJob
{
[WriteOnly] public NativeArray<int> WasHit;
public void Execute()
{
var b = false;
SafelySetSomeBool(ref b);
WasHit[0] = b ? 1 : 0;
}
}
[BurstCompile(DisableSafetyChecks = true)]
private struct DisabledSafetyChecksJob : IJob
{
[WriteOnly] public NativeArray<int> WasHit;
public void Execute()
{
var b = false;
SafelySetSomeBool(ref b);
WasHit[0] = b ? 1 : 0;
}
}
#if UNITY_2019_3_OR_NEWER
[UnityTest]
public IEnumerator CheckSafetyChecksOffGloballyAndOnInJob()
{
BurstCompiler.Options.EnableBurstSafetyChecks = false;
BurstCompiler.Options.ForceEnableBurstSafetyChecks = false;
yield return null;
var job = new EnabledSafetyChecksJob()
{
WasHit = new NativeArray<int>(1, Allocator.TempJob)
};
job.Schedule().Complete();
try
{
// Safety checks are off globally which overwrites the job having safety checks on.
Assert.AreEqual(0, job.WasHit[0]);
}
finally
{
job.WasHit.Dispose();
}
}
[UnityTest]
public IEnumerator CheckSafetyChecksOffGloballyAndOffInJob()
{
BurstCompiler.Options.EnableBurstSafetyChecks = false;
BurstCompiler.Options.ForceEnableBurstSafetyChecks = false;
yield return null;
var job = new DisabledSafetyChecksJob()
{
WasHit = new NativeArray<int>(1, Allocator.TempJob)
};
job.Schedule().Complete();
try
{
// Safety checks are off globally and off in job.
Assert.AreEqual(0, job.WasHit[0]);
}
finally
{
job.WasHit.Dispose();
}
}
[UnityTest]
public IEnumerator CheckSafetyChecksOnGloballyAndOnInJob()
{
BurstCompiler.Options.EnableBurstSafetyChecks = true;
BurstCompiler.Options.ForceEnableBurstSafetyChecks = false;
yield return null;
var job = new EnabledSafetyChecksJob()
{
WasHit = new NativeArray<int>(1, Allocator.TempJob)
};
job.Schedule().Complete();
try
{
// Safety checks are on globally and on in job.
Assert.AreEqual(1, job.WasHit[0]);
}
finally
{
job.WasHit.Dispose();
}
}
[UnityTest]
public IEnumerator CheckSafetyChecksOnGloballyAndOffInJob()
{
BurstCompiler.Options.EnableBurstSafetyChecks = true;
BurstCompiler.Options.ForceEnableBurstSafetyChecks = false;
yield return null;
var job = new DisabledSafetyChecksJob()
{
WasHit = new NativeArray<int>(1, Allocator.TempJob)
};
job.Schedule().Complete();
try
{
// Safety checks are on globally but off in job.
Assert.AreEqual(0, job.WasHit[0]);
}
finally
{
job.WasHit.Dispose();
}
}
[UnityTest]
public IEnumerator CheckForceSafetyChecksWorks()
{
BurstCompiler.Options.ForceEnableBurstSafetyChecks = true;
yield return null;
var job = new DisabledSafetyChecksJob()
{
WasHit = new NativeArray<int>(1, Allocator.TempJob)
};
job.Schedule().Complete();
try
{
// Even though the job has set disabled safety checks, the menu item 'Force On'
// has been set which overrides any other requested behaviour.
Assert.AreEqual(1, job.WasHit[0]);
}
finally
{
job.WasHit.Dispose();
}
}
[UnityTest]
public IEnumerator CheckSharedStaticWithDomainReload()
{
// Check that on a first access, SharedStatic is always empty
AssertTestSharedStaticEmpty();
// Fill with some data
TestSharedStatic.SharedValue.Data = new TestSharedStatic(1, 2, 3, 4);
Assert.AreEqual(1, TestSharedStatic.SharedValue.Data.Value1);
Assert.AreEqual(2, TestSharedStatic.SharedValue.Data.Value2);
Assert.AreEqual(3, TestSharedStatic.SharedValue.Data.Value3);
Assert.AreEqual(4, TestSharedStatic.SharedValue.Data.Value4);
// Ask for domain reload
EditorUtility.RequestScriptReload();
// Wait for the domain reload to be completed
yield return new WaitForDomainReload();
// Make sure that after a domain reload everything is initialized back to zero
AssertTestSharedStaticEmpty();
}
private static void AssertTestSharedStaticEmpty()
{
Assert.AreEqual(0, TestSharedStatic.SharedValue.Data.Value1);
Assert.AreEqual(0, TestSharedStatic.SharedValue.Data.Value2);
Assert.AreEqual(0, TestSharedStatic.SharedValue.Data.Value3);
Assert.AreEqual(0, TestSharedStatic.SharedValue.Data.Value4);
}
private struct TestSharedStatic
{
public static readonly SharedStatic<TestSharedStatic> SharedValue = SharedStatic<TestSharedStatic>.GetOrCreate<TestSharedStatic>();
public TestSharedStatic(int value1, long value2, long value3, long value4)
{
Value1 = value1;
Value2 = value2;
Value3 = value3;
Value4 = value4;
}
public int Value1;
public long Value2;
public long Value3;
public long Value4;
}
static EditModeTest()
{
// UnityEngine.Debug.Log("Domain Reload");
}
[BurstCompile]
private static class FunctionPointers
{
public delegate int SafetyChecksDelegate();
[BurstCompile(DisableSafetyChecks = false)]
public static int WithSafetyChecksEnabled()
{
var b = false;
SafelySetSomeBool(ref b);
return b ? 1 : 0;
}
[BurstCompile(DisableSafetyChecks = true)]
public static int WithSafetyChecksDisabled()
{
var b = false;
SafelySetSomeBool(ref b);
return b ? 1 : 0;
}
}
[UnityTest]
public IEnumerator CheckSafetyChecksOffGloballyAndOffInFunctionPointer()
{
BurstCompiler.Options.EnableBurstSafetyChecks = false;
BurstCompiler.Options.ForceEnableBurstSafetyChecks = false;
yield return null;
var funcPtr = BurstCompiler.CompileFunctionPointer<FunctionPointers.SafetyChecksDelegate>(FunctionPointers.WithSafetyChecksDisabled);
// Safety Checks are off globally and off in the job.
Assert.AreEqual(0, funcPtr.Invoke());
}
[UnityTest]
public IEnumerator CheckSafetyChecksOffGloballyAndOnInFunctionPointer()
{
BurstCompiler.Options.EnableBurstSafetyChecks = false;
BurstCompiler.Options.ForceEnableBurstSafetyChecks = false;
yield return null;
var funcPtr = BurstCompiler.CompileFunctionPointer<FunctionPointers.SafetyChecksDelegate>(FunctionPointers.WithSafetyChecksEnabled);
// Safety Checks are off globally and on in job, but the global setting takes precedence.
Assert.AreEqual(0, funcPtr.Invoke());
}
[UnityTest]
public IEnumerator CheckSafetyChecksOnGloballyAndOffInFunctionPointer()
{
BurstCompiler.Options.EnableBurstSafetyChecks = true;
BurstCompiler.Options.ForceEnableBurstSafetyChecks = false;
yield return null;
var funcPtr = BurstCompiler.CompileFunctionPointer<FunctionPointers.SafetyChecksDelegate>(FunctionPointers.WithSafetyChecksDisabled);
// Safety Checks are on globally and off in the job, so the job takes predence.
Assert.AreEqual(0, funcPtr.Invoke());
}
[UnityTest]
public IEnumerator CheckSafetyChecksOnGloballyAndOnInFunctionPointer()
{
BurstCompiler.Options.EnableBurstSafetyChecks = true;
BurstCompiler.Options.ForceEnableBurstSafetyChecks = false;
yield return null;
var funcPtr = BurstCompiler.CompileFunctionPointer<FunctionPointers.SafetyChecksDelegate>(FunctionPointers.WithSafetyChecksEnabled);
// Safety Checks are on globally and on in the job.
Assert.AreEqual(1, funcPtr.Invoke());
}
[UnityTest]
public IEnumerator CheckFunctionPointerForceSafetyChecksWorks()
{
BurstCompiler.Options.ForceEnableBurstSafetyChecks = true;
yield return null;
var funcPtr = BurstCompiler.CompileFunctionPointer<FunctionPointers.SafetyChecksDelegate>(FunctionPointers.WithSafetyChecksDisabled);
// Even though the job has set disabled safety checks, the menu item 'Force On'
// has been set which overrides any other requested behaviour.
Assert.AreEqual(1, funcPtr.Invoke());
}
#endif
#if UNITY_2020_1_OR_NEWER
[BurstCompile(CompileSynchronously = true)]
private struct DebugDrawLineJob : IJob
{
public void Execute()
{
Debug.DrawLine(new Vector3(0, 0, 0), new Vector3(5, 0, 0), Color.green);
}
}
[Test]
public void TestDebugDrawLine()
{
var job = new DebugDrawLineJob();
job.Schedule().Complete();
}
#endif
#if UNITY_2020_2_OR_NEWER
[BurstCompile]
private static class ProfilerMarkerWrapper
{
private static readonly ProfilerMarker StaticMarker = new ProfilerMarker("TestStaticBurst");
[BurstCompile(CompileSynchronously = true)]
public static int CreateAndUseProfilerMarker(int start)
{
using (StaticMarker.Auto())
{
var p = new ProfilerMarker("TestBurst");
p.Begin();
var result = 0;
for (var i = start; i < start + 100000; i++)
{
result += i;
}
p.End();
return result;
}
}
}
private delegate int IntReturnIntDelegate(int param);
[Test]
public void TestCreateProfilerMarker()
{
var fp = BurstCompiler.CompileFunctionPointer<IntReturnIntDelegate>(ProfilerMarkerWrapper.CreateAndUseProfilerMarker);
fp.Invoke(5);
}
#endif
[BurstCompile]
private static class EnsureAssemblyBuilderDoesNotInvalidFunctionPointers
{
[BurstDiscard]
private static void MessOnManaged(ref int x) => x = 42;
[BurstCompile(CompileSynchronously = true)]
public static int WithBurst()
{
int x = 13;
MessOnManaged(ref x);
return x;
}
}
[Test]
public void TestAssemblyBuilder()
{
var preBuilder = EnsureAssemblyBuilderDoesNotInvalidFunctionPointers.WithBurst();
Assert.AreEqual(13, preBuilder);
var tempDirectory = Path.GetTempPath();
var script = Path.Combine(tempDirectory, "BurstGeneratedAssembly.cs");
File.WriteAllText(script, @"
using Unity.Burst;
namespace BurstGeneratedAssembly
{
[BurstCompile]
public static class MyStuff
{
[BurstCompile(CompileSynchronously = true)]
public static int BurstedFunction(int x) => x + 1;
}
}
");
var dll = Path.Combine(tempDirectory, "BurstGeneratedAssembly.dll");
var builder = new AssemblyBuilder(dll, script);
Assert.IsTrue(builder.Build());
// Busy wait for the build to be done.
while (builder.status != AssemblyBuilderStatus.Finished)
{
Assert.AreEqual(preBuilder, EnsureAssemblyBuilderDoesNotInvalidFunctionPointers.WithBurst());
Thread.Sleep(10);
}
Assert.AreEqual(preBuilder, EnsureAssemblyBuilderDoesNotInvalidFunctionPointers.WithBurst());
}
}