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NativeArraySortTests.cs 15KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using NUnit.Framework;
  4. using Unity.Collections;
  5. using Unity.Collections.Tests;
  6. using Assert = FastAssert;
  7. internal class MathTests : CollectionsTestCommonBase
  8. {
  9. [Test]
  10. public void Tests()
  11. {
  12. Assert.AreEqual(0, CollectionHelper.Log2Floor(1));
  13. Assert.AreEqual(1, CollectionHelper.Log2Floor(2));
  14. Assert.AreEqual(1, CollectionHelper.Log2Floor(3));
  15. Assert.AreEqual(2, CollectionHelper.Log2Floor(4));
  16. Assert.AreEqual(3, CollectionHelper.Log2Floor(15));
  17. Assert.AreEqual(4, CollectionHelper.Log2Floor(16));
  18. Assert.AreEqual(4, CollectionHelper.Log2Floor(19));
  19. Assert.AreEqual(30, CollectionHelper.Log2Floor(int.MaxValue));
  20. Assert.AreEqual(16, CollectionHelper.Log2Floor(1 << 16));
  21. Assert.AreEqual(-1, CollectionHelper.Log2Floor(0));
  22. }
  23. }
  24. internal class NativeArraySortTests : CollectionsTestCommonBase
  25. {
  26. [Test]
  27. public void SortNativeArray_RandomInts_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  28. {
  29. var random = new Unity.Mathematics.Random(1);
  30. NativeArray<int> array = new NativeArray<int>(size, Allocator.Persistent);
  31. Assert.IsTrue(array.IsCreated);
  32. for (int i = 0; i < array.Length; i++)
  33. {
  34. array[i] = random.NextInt(int.MinValue, int.MaxValue);
  35. }
  36. array.Sort();
  37. int min = int.MinValue;
  38. foreach (var i in array)
  39. {
  40. Assert.LessOrEqual(min, i);
  41. min = i;
  42. }
  43. array.Dispose();
  44. }
  45. [Test]
  46. public void SortNativeArray_SortedInts_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  47. {
  48. NativeArray<int> array = new NativeArray<int>(size, Allocator.Persistent);
  49. Assert.IsTrue(array.IsCreated);
  50. for (int i = 0; i < array.Length; i++)
  51. {
  52. array[i] = i;
  53. }
  54. array.Sort();
  55. int min = int.MinValue;
  56. foreach (var i in array)
  57. {
  58. Assert.LessOrEqual(min, i);
  59. min = i;
  60. }
  61. array.Dispose();
  62. }
  63. [Test]
  64. public void SortNativeArray_RandomBytes_ReturnSorted([Values(0, 1, 10, 1000, 10000, 100000)] int size)
  65. {
  66. var random = new Unity.Mathematics.Random(1);
  67. NativeArray<byte> array = new NativeArray<byte>(size, Allocator.Persistent);
  68. Assert.IsTrue(array.IsCreated);
  69. for (int i = 0; i < array.Length; i++)
  70. {
  71. array[i] = (byte)random.NextInt(byte.MinValue, byte.MinValue);
  72. }
  73. array.Sort();
  74. int min = int.MinValue;
  75. foreach (var i in array)
  76. {
  77. Assert.LessOrEqual(min, i);
  78. min = i;
  79. }
  80. array.Dispose();
  81. }
  82. [Test]
  83. public void SortNativeArray_RandomShorts_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  84. {
  85. var random = new Unity.Mathematics.Random(1);
  86. NativeArray<short> array = new NativeArray<short>(size, Allocator.Persistent);
  87. Assert.IsTrue(array.IsCreated);
  88. for (int i = 0; i < array.Length; i++)
  89. {
  90. array[i] = (short)random.NextInt(short.MinValue, short.MaxValue);
  91. }
  92. array.Sort();
  93. int min = int.MinValue;
  94. foreach (var i in array)
  95. {
  96. Assert.LessOrEqual(min, i);
  97. min = i;
  98. }
  99. array.Dispose();
  100. }
  101. [Test]
  102. public void SortNativeArray_RandomFloats_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  103. {
  104. var random = new Unity.Mathematics.Random(1);
  105. NativeArray<float> array = new NativeArray<float>(size, Allocator.Persistent);
  106. Assert.IsTrue(array.IsCreated);
  107. for (int i = 0; i < array.Length; i++)
  108. {
  109. array[i] = (float)random.NextDouble();
  110. }
  111. array.Sort();
  112. float min = float.MinValue;
  113. foreach (var i in array)
  114. {
  115. Assert.LessOrEqual(min, i);
  116. min = i;
  117. }
  118. array.Dispose();
  119. }
  120. struct ComparableType : IComparable<ComparableType>
  121. {
  122. public int value;
  123. public int CompareTo(ComparableType other) => value.CompareTo(other.value);
  124. }
  125. [Test]
  126. public void SortNativeArray_RandomComparableType_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  127. {
  128. var random = new Unity.Mathematics.Random(1);
  129. NativeArray<ComparableType> array = new NativeArray<ComparableType>(size, Allocator.Persistent);
  130. Assert.IsTrue(array.IsCreated);
  131. for (int i = 0; i < array.Length; i++)
  132. {
  133. array[i] = new ComparableType
  134. {
  135. value = random.NextInt(int.MinValue, int.MaxValue)
  136. };
  137. }
  138. array.Sort();
  139. int min = int.MinValue;
  140. foreach (var i in array)
  141. {
  142. Assert.LessOrEqual(min, i.value);
  143. min = i.value;
  144. }
  145. array.Dispose();
  146. }
  147. struct NonComparableType
  148. {
  149. public int value;
  150. }
  151. struct NonComparableTypeComparator : IComparer<NonComparableType>
  152. {
  153. public int Compare(NonComparableType lhs, NonComparableType rhs)
  154. {
  155. return lhs.value.CompareTo(rhs.value);
  156. }
  157. }
  158. [Test]
  159. public void SortNativeArray_RandomNonComparableType_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  160. {
  161. var random = new Unity.Mathematics.Random(1);
  162. NativeArray<NonComparableType> array = new NativeArray<NonComparableType>(size, Allocator.Persistent);
  163. Assert.IsTrue(array.IsCreated);
  164. for (int i = 0; i < array.Length; i++)
  165. {
  166. array[i] = new NonComparableType
  167. {
  168. value = random.NextInt(int.MinValue, int.MaxValue)
  169. };
  170. }
  171. array.Sort(new NonComparableTypeComparator());
  172. int min = int.MinValue;
  173. foreach (var i in array)
  174. {
  175. Assert.LessOrEqual(min, i.value);
  176. min = i.value;
  177. }
  178. array.Dispose();
  179. }
  180. [Test]
  181. public void SortNativeSlice_ReturnSorted()
  182. {
  183. var random = new Unity.Mathematics.Random(1);
  184. NativeArray<int> array = new NativeArray<int>(1000, Allocator.Persistent);
  185. Assert.IsTrue(array.IsCreated);
  186. for (int i = 0; i < array.Length; ++i)
  187. {
  188. array[i] = random.NextInt(int.MinValue, int.MaxValue);
  189. }
  190. var slice = new NativeSlice<int>(array, 200, 600);
  191. slice.Sort();
  192. int min = int.MinValue;
  193. foreach (var i in slice)
  194. {
  195. Assert.LessOrEqual(min, i);
  196. min = i;
  197. }
  198. array.Dispose();
  199. }
  200. [Test]
  201. public void SortNativeSlice_DoesNotChangeArrayBeyondLimits()
  202. {
  203. var random = new Unity.Mathematics.Random(1);
  204. NativeArray<int> array = new NativeArray<int>(1000, Allocator.Persistent);
  205. Assert.IsTrue(array.IsCreated);
  206. for (int i = 0; i < array.Length; ++i)
  207. {
  208. array[i] = random.NextInt(int.MinValue, int.MaxValue);
  209. }
  210. var backupArray = new NativeArray<int>(array.Length, Allocator.Persistent);
  211. backupArray.CopyFrom(array);
  212. var slice = new NativeSlice<int>(array, 200, 600);
  213. slice.Sort();
  214. for (var i = 0; i < 200; ++i)
  215. {
  216. Assert.AreEqual(backupArray[i], array[i]);
  217. }
  218. for (var i = 800; i < 1000; ++i)
  219. {
  220. Assert.AreEqual(backupArray[i], array[i]);
  221. }
  222. array.Dispose();
  223. backupArray.Dispose();
  224. }
  225. [Test]
  226. [TestRequiresDotsDebugOrCollectionChecks]
  227. public void SortNativeSlice_WithCustomStride_ThrowsInvalidOperationException()
  228. {
  229. var random = new Unity.Mathematics.Random(1);
  230. NativeArray<int> array = new NativeArray<int>(10, Allocator.Persistent);
  231. for (int i = 0; i < array.Length; ++i)
  232. {
  233. array[i] = random.NextInt(int.MinValue, int.MaxValue);
  234. }
  235. var slice = new NativeSlice<int>(array, 2, 6);
  236. var sliceWithCustomStride = slice.SliceWithStride<short>();
  237. Assert.DoesNotThrow(() => slice.Sort());
  238. Assert.Throws<InvalidOperationException>(() => sliceWithCustomStride.Sort());
  239. array.Dispose();
  240. }
  241. }
  242. internal class NativeSliceTests : CollectionsTestCommonBase
  243. {
  244. [Test]
  245. public void NativeSlice_CopyTo()
  246. {
  247. NativeArray<int> array = new NativeArray<int>(1000, Allocator.Persistent);
  248. for (int i = 0; i < array.Length; ++i)
  249. {
  250. array[i] = i;
  251. }
  252. var copyToArray = new int[600];
  253. for (int i = 0; i < copyToArray.Length; ++i)
  254. {
  255. copyToArray[i] = 0x12345678;
  256. }
  257. var slice = new NativeSlice<int>(array, 200, 600);
  258. slice.CopyTo(copyToArray);
  259. for (var i = 0; i < 600; ++i)
  260. {
  261. Assert.AreEqual(copyToArray[i], array[i + 200]);
  262. }
  263. array.Dispose();
  264. }
  265. [Test]
  266. public void NativeSlice_CopyFrom()
  267. {
  268. NativeArray<int> array = new NativeArray<int>(1000, Allocator.Persistent);
  269. for (int i = 0; i < array.Length; ++i)
  270. {
  271. array[i] = i;
  272. }
  273. var copyFromArray = new int[600];
  274. for (int i = 0; i < copyFromArray.Length; ++i)
  275. {
  276. copyFromArray[i] = 0x12345678;
  277. }
  278. var slice = new NativeSlice<int>(array, 200, 600);
  279. slice.CopyFrom(copyFromArray);
  280. for (var i = 0; i < 600; ++i)
  281. {
  282. Assert.AreEqual(slice[i], 0x12345678);
  283. }
  284. array.Dispose();
  285. }
  286. [Test]
  287. public void SortJobNativeArray_RandomInts_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  288. {
  289. var random = new Unity.Mathematics.Random(1);
  290. NativeArray<int> array = new NativeArray<int>(size, Allocator.Persistent);
  291. Assert.IsTrue(array.IsCreated);
  292. for (int i = 0; i < array.Length; i++)
  293. {
  294. array[i] = random.NextInt(int.MinValue, int.MaxValue);
  295. }
  296. array.SortJob().Schedule().Complete();
  297. int min = int.MinValue;
  298. foreach (var i in array)
  299. {
  300. Assert.LessOrEqual(min, i);
  301. min = i;
  302. }
  303. array.Dispose();
  304. }
  305. [Test]
  306. public void SortJobNativeArray_SortedInts_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  307. {
  308. NativeArray<int> array = new NativeArray<int>(size, Allocator.Persistent);
  309. Assert.IsTrue(array.IsCreated);
  310. for (int i = 0; i < array.Length; i++)
  311. {
  312. array[i] = i;
  313. }
  314. array.SortJob().Schedule().Complete();
  315. int min = int.MinValue;
  316. foreach (var i in array)
  317. {
  318. Assert.LessOrEqual(min, i);
  319. min = i;
  320. }
  321. array.Dispose();
  322. }
  323. [Test]
  324. public void SortJobNativeArray_RandomBytes_ReturnSorted([Values(0, 1, 10, 1000, 10000, 100000)] int size)
  325. {
  326. var random = new Unity.Mathematics.Random(1);
  327. NativeArray<byte> array = new NativeArray<byte>(size, Allocator.Persistent);
  328. Assert.IsTrue(array.IsCreated);
  329. for (int i = 0; i < array.Length; i++)
  330. {
  331. array[i] = (byte)random.NextInt(byte.MinValue, byte.MinValue);
  332. }
  333. array.SortJob().Schedule().Complete();
  334. int min = int.MinValue;
  335. foreach (var i in array)
  336. {
  337. Assert.LessOrEqual(min, i);
  338. min = i;
  339. }
  340. array.Dispose();
  341. }
  342. struct DescendingComparer<T> : IComparer<T> where T : IComparable<T>
  343. {
  344. public int Compare(T x, T y) => y.CompareTo(x);
  345. }
  346. [Test]
  347. public void SortJobNativeArray_RandomBytes_ReturnSorted_Descending([Values(0, 1, 10, 1000, 10000, 100000)] int size)
  348. {
  349. var random = new Unity.Mathematics.Random(1);
  350. NativeArray<byte> array = new NativeArray<byte>(size, Allocator.Persistent);
  351. Assert.IsTrue(array.IsCreated);
  352. for (int i = 0; i < array.Length; i++)
  353. {
  354. array[i] = (byte)random.NextInt(byte.MinValue, byte.MinValue);
  355. }
  356. array.SortJob(new DescendingComparer<byte>()).Schedule().Complete();
  357. int max = int.MaxValue;
  358. foreach (var i in array)
  359. {
  360. Assert.GreaterOrEqual(max, i);
  361. max = i;
  362. }
  363. array.Dispose();
  364. }
  365. [Test]
  366. public void SortJobNativeArray_RandomShorts_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  367. {
  368. var random = new Unity.Mathematics.Random(1);
  369. NativeArray<short> array = new NativeArray<short>(size, Allocator.Persistent);
  370. Assert.IsTrue(array.IsCreated);
  371. for (int i = 0; i < array.Length; i++)
  372. {
  373. array[i] = (short)random.NextInt(short.MinValue, short.MaxValue);
  374. }
  375. array.SortJob().Schedule().Complete();
  376. int min = int.MinValue;
  377. foreach (var i in array)
  378. {
  379. Assert.LessOrEqual(min, i);
  380. min = i;
  381. }
  382. array.Dispose();
  383. }
  384. [Test]
  385. public void SortNativeArrayByJob_RandomShorts_ReturnSorted_Descending([Values(0, 1, 10, 1000, 10000)] int size)
  386. {
  387. var random = new Unity.Mathematics.Random(1);
  388. NativeArray<short> array = new NativeArray<short>(size, Allocator.Persistent);
  389. Assert.IsTrue(array.IsCreated);
  390. for (int i = 0; i < array.Length; i++)
  391. {
  392. array[i] = (short)random.NextInt(short.MinValue, short.MaxValue);
  393. }
  394. array.SortJob(new DescendingComparer<short>()).Schedule().Complete();
  395. int max = int.MaxValue;
  396. foreach (var i in array)
  397. {
  398. Assert.GreaterOrEqual(max, i);
  399. max = i;
  400. }
  401. array.Dispose();
  402. }
  403. [Test]
  404. public void SortJobNativeArray_RandomFloats_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  405. {
  406. var random = new Unity.Mathematics.Random(1);
  407. NativeArray<float> array = new NativeArray<float>(size, Allocator.Persistent);
  408. Assert.IsTrue(array.IsCreated);
  409. for (int i = 0; i < array.Length; i++)
  410. {
  411. array[i] = (float)random.NextDouble();
  412. }
  413. array.SortJob().Schedule().Complete();
  414. float min = float.MinValue;
  415. foreach (var i in array)
  416. {
  417. Assert.LessOrEqual(min, i);
  418. min = i;
  419. }
  420. array.Dispose();
  421. }
  422. [Test]
  423. public void SortJobNativeArray_RandomFloats_ReturnSorted_Descending([Values(0, 1, 10, 1000, 10000)] int size)
  424. {
  425. var random = new Unity.Mathematics.Random(1);
  426. NativeArray<float> array = new NativeArray<float>(size, Allocator.Persistent);
  427. Assert.IsTrue(array.IsCreated);
  428. for (int i = 0; i < array.Length; i++)
  429. {
  430. array[i] = (float)random.NextDouble();
  431. }
  432. array.SortJob(new DescendingComparer<float>()).Schedule().Complete();
  433. float max = float.MaxValue;
  434. foreach (var i in array)
  435. {
  436. Assert.GreaterOrEqual(max, i);
  437. max = i;
  438. }
  439. array.Dispose();
  440. }
  441. }