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- 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.
- /// </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]);
- }
- }
- }
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