Singularity/Library/PackageCache/com.unity.burst@1.8.4/Tests/Runtime/BurstJobTester.cs

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2024-05-06 14:45:45 -04:00
using System;
using System.Diagnostics;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
/// <summary>
/// Shared class used for Unit tests and <see cref="MyBurstBehavior"/>
/// </summary>
[BurstCompile] // attribute added just to check that static methods are getting compiled
public class BurstJobTester2 : IDisposable
{
private NativeArray<float> _array;
private NativeArray<float> _arrayAsyncJobDefault;
private NativeArray<float> _arrayAsyncJobFast;
public BurstJobTester2()
{
_array = new NativeArray<float>(10, Allocator.Persistent);
_arrayAsyncJobDefault = new NativeArray<float>(10, Allocator.Persistent);
_arrayAsyncJobFast = new NativeArray<float>(10, Allocator.Persistent);
}
public void Dispose()
{
_array.Dispose();
_arrayAsyncJobDefault.Dispose();
_arrayAsyncJobFast.Dispose();
}
public float Calculate()
{
// Schedule the job on each frame to make sure that it will be compiled async on the next frame
_array[0] = 0.0f;
// Launch synchronous job
var job = new MyJob { Result = _array };
job.Schedule().Complete();
var rotation = job.Result[0];
// Launch an async compilation
var asyncJobNoOptim = new MyJobWithDefaultOptimizations() {Result = _arrayAsyncJobDefault};
var asyncJobFastOptim = new MyJobWithFastOptimizations() {Result = _arrayAsyncJobFast};
var asyncJobNoOptimHandle = asyncJobNoOptim.Schedule();
var asyncJobFastOptimHandle = asyncJobFastOptim.Schedule();
// Wait for async completion
asyncJobNoOptimHandle.Complete();
asyncJobFastOptimHandle.Complete();
return rotation;
}
public float CheckFunctionPointer()
{
var functionPointer1 = BurstCompiler.CompileFunctionPointer<Add2NumbersDelegate>(Add2Numbers);
var result = functionPointer1.Invoke(1.0f, 2.0f);
var functionPointer2 = BurstCompiler.CompileFunctionPointer<Add2NumbersDelegate>(Add2NumbersThrows);
return functionPointer2.Invoke(1.0f, 2.0f);
}
[BurstCompile(CompileSynchronously = true)] // attribute used for a static method
public static float Add2Numbers(float a, float b)
{
DiscardFunction(ref a);
DiscardFunction(ref b);
return a + b;
}
[BurstCompile(CompileSynchronously = true)] // attribute used for a static method
public static float Add2NumbersThrows(float a, float b)
{
DiscardFunction(ref a);
DiscardFunction(ref b);
if (a > 0) ThrowNewArgumentException();
return a + b;
}
[Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")]
private static void ThrowNewArgumentException()
{
throw new ArgumentException("Invalid a must be < 0");
}
[BurstDiscard]
private static void DiscardFunction(ref float x)
{
x = 0;
}
public delegate float Add2NumbersDelegate(float a, float b);
[BurstCompile(CompileSynchronously = true)]
public struct MyJob : IJob
{
[WriteOnly]
public NativeArray<float> Result;
public void Execute()
{
Result[0] = ChangeValue();
EraseRotation();
}
// Use an indirection: Execute -> instance method -> static method
// (to check caching manually, change "1.0f" in ChangeValue() and 2.0f in ChangeValueStatic())
private float ChangeValue()
{
return 1.0f + ChangeValueStatic();
}
private static float ChangeValueStatic()
{
return 2.0f;
}
// Use BurstDiscard, if burst is not available, this method will get executed and it will make the cube static on the screen.
[BurstDiscard]
private void EraseRotation()
{
Result[0] = 0.0f;
}
// static method in a burst job, but we still want to compile separately
[BurstCompile(FloatMode = FloatMode.Deterministic, CompileSynchronously = true)]
public static float CheckFmaSlow(float a, float b, float c)
{
return a * b + c + math.sin(c);
}
// static method in a burst job, but we still want to compile separately
// Used only to check that compilation is working for different burst compile options
[BurstCompile(FloatPrecision.Low, FloatMode.Fast, CompileSynchronously = true)]
public static float CheckFmaFast(float a, float b, float c)
{
return a * b + c + math.sin(c);
}
}
[BurstCompile(CompileSynchronously = false)]
public struct MyJobAsync : IJob
{
[WriteOnly]
public NativeArray<float> Result;
public void Execute()
{
Result[0] = ChangeValue();
EraseRotation();
}
private float ChangeValue()
{
return 1.0f + ChangeValueStatic();
}
private static float ChangeValueStatic()
{
return 2.0f;
}
[BurstDiscard]
private void EraseRotation()
{
Result[0] = 0.0f;
}
}
[BurstCompile]
public struct MyJobWithDefaultOptimizations : IJob
{
public NativeArray<float> Result;
public void Execute()
{
Result[0] = math.cos(Result[0]);
}
}
/// <summary>
/// This Job is checking that we can allocate and dispose a NativeArray from a Burst Job
/// </summary>
[BurstCompile(CompileSynchronously = true)]
public struct MyJobCreatingAndDisposingNativeArray : IJob
{
public int Length;
public NativeArray<int> Result;
public void Execute()
{
var array = new NativeArray<float>(Length, Allocator.Temp);
for (int i = 0; i < array.Length; i++)
{
array[i] = i;
}
int result = array.Length;
array.Dispose();
DiscardFromManaged(ref result);
Result[0] = result;
}
[BurstDiscard]
public static void DiscardFromManaged(ref int result)
{
result = 0;
}
}
// Used only to check that compilation is working for different burst compile options
[BurstCompile(FloatPrecision.Low, FloatMode.Fast)]
public struct MyJobWithFastOptimizations : IJob
{
public NativeArray<float> Result;
public void Execute()
{
Result[0] = math.cos(Result[0]);
}
}
}