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