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!
112 lines
3.7 KiB
C#
112 lines
3.7 KiB
C#
using NUnit.Framework;
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using Unity.Burst.Intrinsics;
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using static Unity.Burst.Intrinsics.X86.Avx;
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using static Unity.Burst.Intrinsics.X86.Sse;
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using static Unity.Burst.Intrinsics.X86.Sse4_1;
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// These tests exist because of a Mono "bug" in the managed fallback versions of some CPU intrinsics.
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// Specifically, the version of Mono used in Unity widens all floats to 64-bit when doing any
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// operation on them. This can result in the bit representation of float values not being maintained.
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// It doesn't happen for all float values, but it happens for e.g. NaN values. It's more likely
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// to happen when the source value was actually a uint that we are "viewing" as a float, which is
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// what the tests below do.
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namespace Burst.Compiler.IL.Tests
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{
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public unsafe class TestInstrinsicsManagedFallbacks
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{
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[Test]
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public static unsafe void Test_shuffle_ps_Managed()
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{
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uint uintValue = 0x7F80_ABCD;
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v128 x = new v128(uintValue);
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v128 y = new v128(uintValue);
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v128 result = shuffle_ps(x, y, SHUFFLE(1, 2, 1, 2));
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Assert.AreEqual(uintValue, result.UInt0);
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Assert.AreEqual(uintValue, result.UInt1);
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Assert.AreEqual(uintValue, result.UInt2);
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Assert.AreEqual(uintValue, result.UInt3);
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}
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[Test]
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public static unsafe void Test_blend_ps_Managed()
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{
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uint uintValue = 0x7F80_ABCD;
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v128 x = new v128(uintValue);
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v128 y = new v128(uintValue);
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v128 result = blend_ps(x, y, 0b1010);
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Assert.AreEqual(uintValue, result.UInt0);
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Assert.AreEqual(uintValue, result.UInt1);
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Assert.AreEqual(uintValue, result.UInt2);
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Assert.AreEqual(uintValue, result.UInt3);
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}
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[Test]
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public static unsafe void Test_blendv_ps_Managed()
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{
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uint uintValue = 0x7F80_ABCD;
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v128 x = new v128(uintValue);
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v128 y = new v128(uintValue);
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v128 mask = new v128(1, 0, 1, 0);
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v128 result = blendv_ps(x, y, mask);
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Assert.AreEqual(uintValue, result.UInt0);
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Assert.AreEqual(uintValue, result.UInt1);
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Assert.AreEqual(uintValue, result.UInt2);
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Assert.AreEqual(uintValue, result.UInt3);
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}
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// There's no way to make this test pass on Mono, at least that I can find.
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[Test, Ignore("A Mono bug causes this test to fail")]
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public static unsafe void Test_extractf_ps_Managed()
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{
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uint uintValue = 0x7F80_ABCD;
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v128 x = new v128(uintValue);
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float result = extractf_ps(x, 1);
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Assert.AreEqual(uintValue, *(uint*)&result);
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}
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[Test]
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public static unsafe void Test_mm256_broadcast_ss_Managed()
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{
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uint uintValue = 0x7F80_ABCD;
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v256 result = mm256_broadcast_ss(&uintValue);
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Assert.AreEqual(uintValue, result.UInt0);
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Assert.AreEqual(uintValue, result.UInt1);
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Assert.AreEqual(uintValue, result.UInt2);
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Assert.AreEqual(uintValue, result.UInt3);
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Assert.AreEqual(uintValue, result.UInt4);
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Assert.AreEqual(uintValue, result.UInt5);
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Assert.AreEqual(uintValue, result.UInt6);
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Assert.AreEqual(uintValue, result.UInt7);
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}
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[Test]
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public static unsafe void Test_broadcast_ss_Managed()
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{
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uint uintValue = 0x7F80_ABCD;
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v128 result = broadcast_ss(&uintValue);
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Assert.AreEqual(uintValue, result.UInt0);
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Assert.AreEqual(uintValue, result.UInt1);
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Assert.AreEqual(uintValue, result.UInt2);
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Assert.AreEqual(uintValue, result.UInt3);
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}
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}
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}
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