Firstborn/Library/PackageCache/com.unity.burst@1.8.4/Tests/Runtime/UnityBenchShared/PerfNotes.cs
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

399 lines
9.8 KiB
C#

using System;
using System.Runtime.CompilerServices;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
[assembly: InternalsVisibleTo("Burst.Benchmarks")]
namespace UnityBenchShared
{
// These test cases are from the `doc/perf-notes.md` document
internal static class PerfNotes
{
public static int BenchArraySize = 16 * 1024 * 1024;
}
internal struct PartialWrite : IJob, IDisposable
{
[ReadOnly] public NativeArray<int> a;
public NativeArray<int> b;
public struct Provider : IArgumentProvider
{
public object Value
{
get
{
var length = PerfNotes.BenchArraySize;
var job = new PartialWrite()
{
a = new NativeArray<int>(length, Allocator.Persistent),
b = new NativeArray<int>(length, Allocator.Persistent)
};
var random = new System.Random(0);
for (int i = 0; i < length; i++)
{
job.a[i] = random.Next(200);
job.b[i] = random.Next();
}
return job;
}
}
}
public void Execute()
{
for (int i = 0; i < a.Length; ++i)
{
int av = a[i];
if (av > 100)
{
b[i] = av;
}
}
}
public void Dispose()
{
a.Dispose();
b.Dispose();
}
}
internal struct PartialWriteWorkaround : IJob, IDisposable
{
[ReadOnly] public NativeArray<int> a;
public NativeArray<int> b;
public struct Provider : IArgumentProvider
{
public object Value
{
get
{
var length = PerfNotes.BenchArraySize;
var job = new PartialWriteWorkaround()
{
a = new NativeArray<int>(length, Allocator.Persistent),
b = new NativeArray<int>(length, Allocator.Persistent)
};
var random = new System.Random(0);
for (int i = 0; i < length; i++)
{
job.a[i] = random.Next(200);
job.b[i] = random.Next();
}
return job;
}
}
}
public void Execute()
{
for (int i = 0; i < a.Length; ++i)
{
int av = a[i];
int v = b[i];
if (av > 100)
{
v = av;
}
b[i] = v;
}
}
public void Dispose()
{
a.Dispose();
b.Dispose();
}
}
internal struct IntToFloatPenalty : IJob, IDisposable
{
[ReadOnly] public NativeArray<float> b;
public struct Provider : IArgumentProvider
{
public object Value
{
get
{
var length = PerfNotes.BenchArraySize * 4;
var job = new IntToFloatPenalty()
{
b = new NativeArray<float>(length, Allocator.Persistent)
};
return job;
}
}
}
public void Execute()
{
int k = 100;
for (int i = 0; i < b.Length; ++i)
{
b[i] = k;
++k;
}
}
public void Dispose()
{
b.Dispose();
}
}
internal struct DivisionByScalar : IJob, IDisposable
{
float divisor;
[ReadOnly] public NativeArray<float> a;
public NativeArray<float> b;
public struct Provider : IArgumentProvider
{
public object Value
{
get
{
var length = PerfNotes.BenchArraySize;
var job = new DivisionByScalar()
{
divisor = 13,
a = new NativeArray<float>(length, Allocator.Persistent),
b = new NativeArray<float>(length, Allocator.Persistent)
};
var random = new System.Random(0);
for (int i = 0; i < length; i++)
{
job.a[i] = random.Next();
}
return job;
}
}
}
public void Execute()
{
for (int i = 0; i < a.Length; ++i)
{
b[i] = a[i] / divisor;
}
}
public void Dispose()
{
a.Dispose();
b.Dispose();
}
}
internal struct SquareRoot : IJob, IDisposable
{
[ReadOnly] public NativeArray<float> a;
public NativeArray<float> b;
public struct Provider : IArgumentProvider
{
public object Value
{
get
{
var length = PerfNotes.BenchArraySize;
var job = new SquareRoot()
{
a = new NativeArray<float>(length, Allocator.Persistent),
b = new NativeArray<float>(length, Allocator.Persistent)
};
var random = new System.Random(0);
for (int i = 0; i < length; i++)
{
job.a[i] = random.Next();
}
return job;
}
}
}
public void Execute()
{
for (int i = 0; i < a.Length; ++i)
{
b[i] = math.sqrt(a[i]);
}
}
public void Dispose()
{
a.Dispose();
b.Dispose();
}
}
internal struct SquareRootRecip : IJob, IDisposable
{
[ReadOnly] public NativeArray<float> a;
public NativeArray<float> b;
public struct Provider : IArgumentProvider
{
public object Value
{
get
{
var length = PerfNotes.BenchArraySize / 2;
var job = new SquareRootRecip()
{
a = new NativeArray<float>(length, Allocator.Persistent),
b = new NativeArray<float>(length, Allocator.Persistent)
};
var random = new System.Random(0);
for (int i = 0; i < length; i++)
{
job.a[i] = random.Next();
}
return job;
}
}
}
public void Execute()
{
for (int i = 0; i < a.Length; ++i)
{
b[i] = math.rsqrt(a[i]);
}
}
public void Dispose()
{
a.Dispose();
b.Dispose();
}
}
internal struct RedundantStore : IJob, IDisposable
{
public int sum;
public NativeArray<int> a;
public struct Provider : IArgumentProvider
{
public object Value
{
get
{
var length = PerfNotes.BenchArraySize * 2;
var job = new RedundantStore()
{
a = new NativeArray<int>(length, Allocator.Persistent)
};
var random = new System.Random(0);
for (int i = 0; i < length; i++)
{
job.a[i] = random.Next();
}
return job;
}
}
}
public void Execute()
{
for (int i = 0; i < a.Length; ++i)
{
sum += a[i];
}
}
public void Dispose()
{
a.Dispose();
}
}
internal struct RedundantStoreWorkaround : IJob, IDisposable
{
public int sum;
public NativeArray<int> a;
public struct Provider : IArgumentProvider
{
public object Value
{
get
{
var length = PerfNotes.BenchArraySize * 2;
var job = new RedundantStoreWorkaround()
{
a = new NativeArray<int>(length, Allocator.Persistent)
};
var random = new System.Random(0);
for (int i = 0; i < length; i++)
{
job.a[i] = random.Next();
}
return job;
}
}
}
public void Execute()
{
for (int i = 0; i < a.Length; ++i)
{
sum += a[i];
}
}
public void Dispose()
{
a.Dispose();
}
}
/* TODO: Is from the notes, but we don't have have a mock of IComponentData
public struct SimpleComponentData : IComponentData
{
public int val;
}
public struct SimpleComponentDataTest : IJob
{
public ComponentDataArray<SimpleComponentData> a;
public void Execute()
{
for (int i = 0; i < a.Length; ++i)
{
var item = a[i];
item.val += 9999;
a[i] = item;
}
}
}
*/
}