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