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!
58 lines
1.6 KiB
C#
58 lines
1.6 KiB
C#
using NUnit.Framework;
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using Unity.Mathematics;
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namespace Burst.Compiler.IL.Tests
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{
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[TestFixture]
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internal partial class VectorsSwizzles
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{
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public struct StructWithFloat4
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{
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public float4 Vec4;
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}
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[TestCompiler]
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public static float SwizzleLoadLocalXyz()
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{
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var v4 = new float4(1.0f, 2.0f, 3.0f, 4.0f);
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var v3 = v4.xyz;
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return v3.x + v3.y * 10 + v3.z * 100;
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}
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[TestCompiler]
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public static float SwizzleLoadLoadlZyx()
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{
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var v4 = new float4(1.0f, 2.0f, 3.0f, 4.0f);
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var v3 = v4.zyx;
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return v3.x + v3.y * 10 + v3.z * 100;
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}
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[TestCompiler]
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public static float SwizzleStoreLocalZyx()
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{
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var v4 = new float4(1.0f, 2.0f, 3.0f, 4.0f);
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v4.zyx = new float3(10.0f, 20.0f, 30.0f);
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return v4.x + v4.y * 10.0f + v4.z * 100.0f + v4.w * 1000.0f;
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}
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[TestCompiler]
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public static float SwizzleLoadIndirectXyz()
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{
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var localStruct = new StructWithFloat4();
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localStruct.Vec4 = new float4(1.0f, 2.0f, 3.0f, 4.0f);
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var v3 = localStruct.Vec4.zyx;
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return v3.x + v3.y * 10 + v3.z * 100;
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}
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[TestCompiler]
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public static float SwizzleStoreIndirectXyz()
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{
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var localStruct = new StructWithFloat4();
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localStruct.Vec4 = new float4(4.0f, 5.0f, 6.0f, 7.0f);
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localStruct.Vec4.zyx = new float3(1.0f, 2.0f, 3.0f);
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var v3 = localStruct.Vec4;
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return v3.x + v3.y * 10 + v3.z * 100 + v3.w * 1000;
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}
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}
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} |