9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
228 lines
5.0 KiB
C#
228 lines
5.0 KiB
C#
using System;
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using Unity.Collections.LowLevel.Unsafe;
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namespace Burst.Compiler.IL.Tests
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{
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#if UNITY_2021_2_OR_NEWER || BURST_INTERNAL
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/// <summary>
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/// Test <see cref="System.Span{T}"/>.
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/// </summary>
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internal partial class Span
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{
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[TestCompiler]
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public static int CreateDefault()
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{
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var span = new Span<int>();
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return span.Length;
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}
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[TestCompiler]
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public static int CreateStackalloc()
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{
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Span<int> span = stackalloc int[42];
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return span.Length;
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}
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[TestCompiler(42)]
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public static int CreateFromNullPointer(int size)
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{
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Span<double> span;
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unsafe
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{
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span = new Span<double>(null, size);
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}
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return span.Length;
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}
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[TestCompiler]
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public static unsafe double CreateFromMalloc()
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{
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double* malloc = (double*)UnsafeUtility.Malloc(UnsafeUtility.SizeOf<double>(), UnsafeUtility.AlignOf<double>(), Unity.Collections.Allocator.Persistent);
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*malloc = 42.0f;
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Span<double> span = new Span<double>(malloc, 1);
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double result = span[0];
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UnsafeUtility.Free(malloc, Unity.Collections.Allocator.Persistent);
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return result;
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}
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[TestCompiler]
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public static int GetItem()
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{
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Span<int> span = stackalloc int[42];
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return span[41];
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}
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[TestCompiler]
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public static int SetItem()
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{
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Span<int> span = stackalloc int[42];
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span[41] = 13;
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return span[41];
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}
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[TestCompiler]
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public static int Clear()
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{
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Span<int> span = stackalloc int[42];
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for (int i = 0; i < span.Length; i++)
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{
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span[i] = i;
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}
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span.Clear();
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int result = 0;
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for (int i = 0; i < span.Length; i++)
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{
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result += span[i];
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}
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return result;
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}
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[TestCompiler]
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public static int SliceFromStart()
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{
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Span<int> span = stackalloc int[42];
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for (int i = 0; i < span.Length; i++)
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{
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span[i] = i;
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}
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var newSpan = span.Slice(10);
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return newSpan[0] + newSpan.Length;
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}
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[TestCompiler]
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public static int SliceFromStartWithLength()
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{
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Span<int> span = stackalloc int[42];
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for (int i = 0; i < span.Length; i++)
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{
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span[i] = i;
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}
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var newSpan = span.Slice(10, 4);
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return newSpan[3] + newSpan.Length;
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}
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[TestCompiler]
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public static int CopyTo()
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{
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Span<int> span = stackalloc int[42];
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for (int i = 0; i < span.Length; i++)
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{
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span[i] = i;
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}
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Span<int> other = stackalloc int[4];
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for (int i = 0; i < other.Length; i++)
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{
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other[i] = -i - 1;
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}
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other.CopyTo(span);
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int result = 0;
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for (int i = 0; i < span.Length; i++)
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{
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result += span[i];
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}
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return result;
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}
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[TestCompiler]
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public static int Fill()
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{
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Span<int> span = stackalloc int[42];
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span.Fill(123);
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int result = 0;
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for (int i = 0; i < span.Length; i++)
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{
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result += span[i];
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}
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return result;
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}
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[TestCompiler]
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public static int IsEmpty() => new Span<int>().IsEmpty ? 1 : 0;
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[TestCompiler]
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public static int Empty() => Span<double>.Empty.Length;
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[TestCompiler]
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public static int GetEnumerator()
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{
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Span<int> span = stackalloc int[42];
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int result = 0;
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var enumerator = span.GetEnumerator();
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while (enumerator.MoveNext())
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{
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result += enumerator.Current;
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}
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return result;
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}
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[TestCompiler]
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public static int OperatorEquality() => new Span<double>() == Span<double>.Empty ? 1 : 0;
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[TestCompiler]
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public static int OperatorInEquality() => new Span<double>() != Span<double>.Empty ? 1 : 0;
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[TestCompiler]
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public static int OperatorImplicit()
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{
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ReadOnlySpan<double> span = new Span<double>();
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return span.Length;
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}
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[TestCompiler]
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public static int Fixed()
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{
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Span<int> span = stackalloc int[42];
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for (int i = 0; i < span.Length; i++)
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{
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span[i] = i;
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}
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unsafe
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{
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fixed (int* ptr = span)
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{
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*ptr = 42;
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return ptr[41];
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}
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}
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}
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}
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#endif
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}
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