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!
543 lines
15 KiB
C#
543 lines
15 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Jobs;
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using Unity.Mathematics;
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[assembly: InternalsVisibleTo("Burst.Benchmarks")]
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namespace UnityBenchShared
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{
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internal struct Sphere
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{
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private float x, y, z, r;
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public Sphere(float x, float y, float z, float r)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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this.r = r;
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}
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public bool Intersects(Sphere other)
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{
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float dx = x - other.x;
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float dy = y - other.y;
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float dz = z - other.z;
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float rs = r + other.r;
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return dx * dx + dy * dy + dz * dz < (rs * rs);
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}
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}
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internal static class SphereCulling
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{
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public static int BenchCount = 128 * 1024 + 3;
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}
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internal interface IJob<T> : IJob
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{
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T Result { get; set; }
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}
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/// <summary>
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/// Simple AOS with a Sphere struct using plain floats
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/// </summary>
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internal struct SphereCullingAOSJob : IJob<bool>, IDisposable
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{
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public Sphere Against;
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[ReadOnly] public NativeArray<Sphere> Spheres;
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[MarshalAs(UnmanagedType.U1)]
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private bool result;
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public bool Result
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{
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get => result;
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set => result = value;
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}
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public void Execute()
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{
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bool result = false;
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for (int i = 0; i < Spheres.Length; ++i)
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{
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result |= Spheres[i].Intersects(Against);
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}
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Result = result;
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}
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public struct Provider : IArgumentProvider
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{
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public object Value
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{
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get
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{
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int length = SphereCulling.BenchCount * 2;
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var job = new SphereCullingAOSJob()
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{
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Spheres = new NativeArray<Sphere>(length, Allocator.Persistent),
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Against = new Sphere(0, 0, 0, 1)
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};
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var random = new System.Random(0);
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for (int i = 0; i < job.Spheres.Length; i++)
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{
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// Most don't intersects
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var x = random.Next(100) + 3.0f;
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if (i == job.Spheres.Length / 2)
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{
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// only this one
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x = 0.5f;
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}
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job.Spheres[i] = new Sphere(x, x, x, 1.0f);
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}
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return job;
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}
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}
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}
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public void Dispose()
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{
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Spheres.Dispose();
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}
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}
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/// <summary>
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/// Simple AOS with a float4 for the struct and using
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/// </summary>
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internal struct SphereCullingFloat4AOSJob : IJob<bool>, IDisposable
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{
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public float4 Against;
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[ReadOnly]
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public NativeArray<float4> Spheres;
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[MarshalAs(UnmanagedType.U1)]
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private bool result;
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public bool Result
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{
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get => result;
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set => result = value;
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}
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public static bool Intersects(float4 value, float4 other)
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{
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float rs = value.w + other.w;
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return math.dot(value.xyz, other.xyz) < (rs * rs);
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}
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public void Execute()
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{
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bool result = false;
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for (int i = 0; i < Spheres.Length; ++i)
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{
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result |= Intersects(Spheres[i], Against);
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}
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Result = result;
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}
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public struct Provider : IArgumentProvider
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{
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public object Value
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{
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get
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{
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int length = SphereCulling.BenchCount;
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var job = new SphereCullingFloat4AOSJob()
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{
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Spheres = new NativeArray<float4>(length, Allocator.Persistent),
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Against = new float4(0, 0, 0, 1)
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};
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var random = new System.Random(0);
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for (int i = 0; i < job.Spheres.Length; i++)
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{
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// Most don't intersects
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var x = random.Next(100) + 3.0f;
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if (i == job.Spheres.Length / 2)
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{
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// only this one
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x = 0.5f;
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}
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job.Spheres[i] = new float4(x, x, x, 1.0f);
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}
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return job;
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}
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}
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}
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public void Dispose()
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{
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Spheres.Dispose();
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}
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}
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/// <summary>
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/// Simple SOA with 4 NativeArray for X,Y,Z,R
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/// </summary>
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internal struct SphereCullingSOAJob : IJob<bool>, IDisposable
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{
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[ReadOnly] public NativeArray<float> X;
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[ReadOnly] public NativeArray<float> Y;
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[ReadOnly] public NativeArray<float> Z;
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[ReadOnly] public NativeArray<float> R;
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public float4 Against;
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[MarshalAs(UnmanagedType.U1)]
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private bool result;
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public bool Result
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{
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get => result;
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set => result = value;
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}
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public void Execute()
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{
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bool result = false;
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for (int i = 0; i < X.Length; ++i)
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{
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float dx = X[i] - Against.x;
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float dy = Y[i] - Against.y;
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float dz = Z[i] - Against.z;
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float rs = R[i] + Against.w;
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result |= dx * dx + dy * dy + dz * dz < (rs * rs);
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}
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Result = result;
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}
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public struct Provider : IArgumentProvider
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{
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public object Value
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{
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get
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{
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int length = SphereCulling.BenchCount * 2;
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var job = new SphereCullingSOAJob()
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{
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X = new NativeArray<float>(length, Allocator.Persistent),
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Y = new NativeArray<float>(length, Allocator.Persistent),
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Z = new NativeArray<float>(length, Allocator.Persistent),
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R = new NativeArray<float>(length, Allocator.Persistent),
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Against = new float4(0, 0, 0, 1)
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};
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var random = new System.Random(0);
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for (int i = 0; i < job.X.Length; i++)
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{
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// Most don't intersects
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var x = random.Next(100) + 3.0f;
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if (i == job.X.Length / 2)
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{
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// only this one
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x = 0.5f;
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}
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job.X[i] = x;
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job.Y[i] = x;
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job.Z[i] = x;
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job.R[i] = 1;
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}
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return job;
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}
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}
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}
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public void Dispose()
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{
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X.Dispose();
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Y.Dispose();
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Z.Dispose();
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R.Dispose();
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}
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}
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/// <summary>
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/// SOA with chunks of x,y,z,r using `float4`
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/// </summary>
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internal struct SphereCullingChunkSOAJob : IJob<bool>, IDisposable
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{
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public struct Chunk
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{
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public float4 X;
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public float4 Y;
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public float4 Z;
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public float4 R;
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}
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[ReadOnly] public NativeArray<Chunk> Chunks;
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public float4 Against;
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[MarshalAs(UnmanagedType.U1)]
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private bool result;
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public bool Result
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{
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get => result;
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set => result = value;
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}
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public void Execute()
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{
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bool result = false;
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for (int i = 0; i < Chunks.Length; ++i)
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{
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var chunk = Chunks[i];
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for (int j = 0; j < 4; j++)
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{
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float dx = chunk.X[j] - Against.x;
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float dy = chunk.Y[j] - Against.y;
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float dz = chunk.Z[j] - Against.z;
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float rs = chunk.R[j] + Against.w;
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result |= dx * dx + dy * dy + dz * dz < (rs * rs);
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}
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}
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Result = result;
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}
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public struct Provider : IArgumentProvider
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{
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public object Value
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{
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get
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{
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// Approximate a similar batch
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int length = ((SphereCulling.BenchCount * 2) + 4) / 4;
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var job = new SphereCullingChunkSOAJob
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{
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Chunks = new NativeArray<SphereCullingChunkSOAJob.Chunk>(length, Allocator.Persistent),
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Against = new float4(0, 0, 0, 1)
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};
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var random = new System.Random(0);
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for (int i = 0; i < job.Chunks.Length; i++)
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{
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var chunk = job.Chunks[i];
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for (int j = 0; j < 4; j++)
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{
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// Most don't intersects
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var x = random.Next(100) + 3.0f;
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if (i == job.Chunks.Length / 2)
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{
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// only this one
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x = 0.5f;
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}
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chunk.X[j] = x;
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chunk.Y[j] = x;
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chunk.Z[j] = x;
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chunk.R[j] = 1;
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}
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job.Chunks[i] = chunk;
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}
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return job;
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}
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}
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}
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public void Dispose()
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{
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Chunks.Dispose();
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}
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}
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/// <summary>
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/// SOA with chunks of x,y,z,r using `fixed float x[4]`
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/// </summary>
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internal struct SphereCullingChunkFixedSOAJob : IJob<bool>, IDisposable
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{
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public unsafe struct Chunk
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{
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public fixed float X[4];
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public fixed float Y[4];
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public fixed float Z[4];
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public fixed float R[4];
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}
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[ReadOnly] public NativeArray<Chunk> Chunks;
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public float4 Against;
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[MarshalAs(UnmanagedType.U1)]
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private bool result;
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public bool Result
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{
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get => result;
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set => result = value;
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}
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public unsafe void Execute()
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{
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bool result = false;
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for (int i = 0; i < Chunks.Length; ++i)
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{
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var chunk = Chunks[i];
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for (int j = 0; j < 4; j++)
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{
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float dx = chunk.X[j] - Against.x;
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float dy = chunk.Y[j] - Against.y;
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float dz = chunk.Z[j] - Against.z;
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float rs = chunk.R[j] + Against.w;
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result |= dx * dx + dy * dy + dz * dz < (rs * rs);
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}
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}
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Result = result;
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}
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public struct Provider : IArgumentProvider
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{
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public unsafe object Value
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{
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get
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{
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// Approximate a similar batch
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int length = ((SphereCulling.BenchCount) + 4) / 2;
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var job = new SphereCullingChunkFixedSOAJob
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{
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Chunks = new NativeArray<Chunk>(length, Allocator.Persistent),
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Against = new float4(0, 0, 0, 1)
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};
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var random = new System.Random(0);
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for (int i = 0; i < job.Chunks.Length; i++)
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{
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var chunk = job.Chunks[i];
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for (int j = 0; j < 4; j++)
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{
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// Most don't intersects
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var x = random.Next(100) + 3.0f;
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if (i == job.Chunks.Length / 2)
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{
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// only this one
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x = 0.5f;
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}
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chunk.X[j] = x;
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chunk.Y[j] = x;
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chunk.Z[j] = x;
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chunk.R[j] = 1;
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}
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job.Chunks[i] = chunk;
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}
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return job;
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}
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}
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}
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public void Dispose()
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{
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Chunks.Dispose();
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}
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}
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/// <summary>
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/// </summary>
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internal struct SphereCullingChunkSOAManualJob : IJob<bool>, IDisposable
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{
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public struct Chunk
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{
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public float4 X;
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public float4 Y;
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public float4 Z;
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public float4 R;
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}
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[ReadOnly] public NativeArray<Chunk> Chunks;
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public float4 Against;
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[MarshalAs(UnmanagedType.U1)]
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private bool result;
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public bool Result
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{
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get => result;
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set => result = value;
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}
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public void Execute()
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{
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bool4 result = false;
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for (int i = 0; i < Chunks.Length; ++i)
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{
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var chunk = Chunks[i];
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float4 dx = chunk.X - Against.x;
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float4 dy = chunk.Y - Against.y;
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float4 dz = chunk.Z - Against.z;
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float4 rs = chunk.R + Against.w;
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result |= dx * dx + dy * dy + dz * dz < (rs * rs);
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}
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Result = math.any(result);
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}
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public struct Provider : IArgumentProvider
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{
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public object Value
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{
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get
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{
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// Approximate a similar batch
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int length = (SphereCulling.BenchCount + 4) / 4;
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var job = new SphereCullingChunkSOAManualJob
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{
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Chunks = new NativeArray<SphereCullingChunkSOAManualJob.Chunk>(length, Allocator.Persistent),
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Against = new float4(0, 0, 0, 1)
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};
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var random = new System.Random(0);
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for (int i = 0; i < job.Chunks.Length; i++)
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{
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var chunk = job.Chunks[i];
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for (int j = 0; j < 4; j++)
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{
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// Most don't intersects
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var x = random.Next(100) + 3.0f;
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if (i == job.Chunks.Length / 2)
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{
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// only this one
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x = 0.5f;
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}
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chunk.X[j] = x;
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chunk.Y[j] = x;
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chunk.Z[j] = x;
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chunk.R[j] = 1;
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}
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job.Chunks[i] = chunk;
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}
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return job;
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}
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}
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}
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public void Dispose()
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{
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Chunks.Dispose();
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}
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}
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}
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