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NativeArraySortTests.cs 21KB

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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. public void SortNativeSlice_WithCustomStride_ThrowsInvalidOperationException()
  227. {
  228. var random = new Unity.Mathematics.Random(1);
  229. NativeArray<int> array = new NativeArray<int>(10, Allocator.Persistent);
  230. for (int i = 0; i < array.Length; ++i)
  231. {
  232. array[i] = random.NextInt(int.MinValue, int.MaxValue);
  233. }
  234. var slice = new NativeSlice<int>(array, 2, 6);
  235. var sliceWithCustomStride = slice.SliceWithStride<short>();
  236. Assert.DoesNotThrow(() => slice.Sort());
  237. Assert.Throws<InvalidOperationException>(() => sliceWithCustomStride.Sort());
  238. array.Dispose();
  239. }
  240. }
  241. internal class NativeSliceTests : CollectionsTestCommonBase
  242. {
  243. [Test]
  244. public void NativeSlice_CopyTo()
  245. {
  246. NativeArray<int> array = new NativeArray<int>(1000, Allocator.Persistent);
  247. for (int i = 0; i < array.Length; ++i)
  248. {
  249. array[i] = i;
  250. }
  251. var copyToArray = new int[600];
  252. for (int i = 0; i < copyToArray.Length; ++i)
  253. {
  254. copyToArray[i] = 0x12345678;
  255. }
  256. var slice = new NativeSlice<int>(array, 200, 600);
  257. slice.CopyTo(copyToArray);
  258. for (var i = 0; i < 600; ++i)
  259. {
  260. Assert.AreEqual(copyToArray[i], array[i + 200]);
  261. }
  262. array.Dispose();
  263. }
  264. [Test]
  265. public void NativeSlice_CopyFrom()
  266. {
  267. NativeArray<int> array = new NativeArray<int>(1000, Allocator.Persistent);
  268. for (int i = 0; i < array.Length; ++i)
  269. {
  270. array[i] = i;
  271. }
  272. var copyFromArray = new int[600];
  273. for (int i = 0; i < copyFromArray.Length; ++i)
  274. {
  275. copyFromArray[i] = 0x12345678;
  276. }
  277. var slice = new NativeSlice<int>(array, 200, 600);
  278. slice.CopyFrom(copyFromArray);
  279. for (var i = 0; i < 600; ++i)
  280. {
  281. Assert.AreEqual(slice[i], 0x12345678);
  282. }
  283. array.Dispose();
  284. }
  285. [Test]
  286. [Obsolete("Sort is being replaced by SortJob. (RemovedAfter 2021-06-20)", false)]
  287. public void SortNativeArrayByJob_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.Sort(default).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_RandomInts_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  307. {
  308. var random = new Unity.Mathematics.Random(1);
  309. NativeArray<int> array = new NativeArray<int>(size, Allocator.Persistent);
  310. Assert.IsTrue(array.IsCreated);
  311. for (int i = 0; i < array.Length; i++)
  312. {
  313. array[i] = random.NextInt(int.MinValue, int.MaxValue);
  314. }
  315. array.SortJob().Schedule().Complete();
  316. int min = int.MinValue;
  317. foreach (var i in array)
  318. {
  319. Assert.LessOrEqual(min, i);
  320. min = i;
  321. }
  322. array.Dispose();
  323. }
  324. [Test]
  325. [Obsolete("Sort is being replaced by SortJob. (RemovedAfter 2021-06-20)", false)]
  326. public void SortNativeArrayByJob_SortedInts_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  327. {
  328. NativeArray<int> array = new NativeArray<int>(size, Allocator.Persistent);
  329. Assert.IsTrue(array.IsCreated);
  330. for (int i = 0; i < array.Length; i++)
  331. {
  332. array[i] = i;
  333. }
  334. array.Sort(default).Complete();
  335. int min = int.MinValue;
  336. foreach (var i in array)
  337. {
  338. Assert.LessOrEqual(min, i);
  339. min = i;
  340. }
  341. array.Dispose();
  342. }
  343. [Test]
  344. public void SortJobNativeArray_SortedInts_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  345. {
  346. NativeArray<int> array = new NativeArray<int>(size, Allocator.Persistent);
  347. Assert.IsTrue(array.IsCreated);
  348. for (int i = 0; i < array.Length; i++)
  349. {
  350. array[i] = i;
  351. }
  352. array.SortJob().Schedule().Complete();
  353. int min = int.MinValue;
  354. foreach (var i in array)
  355. {
  356. Assert.LessOrEqual(min, i);
  357. min = i;
  358. }
  359. array.Dispose();
  360. }
  361. [Test]
  362. [Obsolete("Sort is being replaced by SortJob. (RemovedAfter 2021-06-20)", false)]
  363. public void SortNativeArrayByJob_RandomBytes_ReturnSorted([Values(0, 1, 10, 1000, 10000, 100000)] int size)
  364. {
  365. var random = new Unity.Mathematics.Random(1);
  366. NativeArray<byte> array = new NativeArray<byte>(size, Allocator.Persistent);
  367. Assert.IsTrue(array.IsCreated);
  368. for (int i = 0; i < array.Length; i++)
  369. {
  370. array[i] = (byte)random.NextInt(byte.MinValue, byte.MinValue);
  371. }
  372. array.Sort(default).Complete();
  373. int min = int.MinValue;
  374. foreach (var i in array)
  375. {
  376. Assert.LessOrEqual(min, i);
  377. min = i;
  378. }
  379. array.Dispose();
  380. }
  381. [Test]
  382. public void SortJobNativeArray_RandomBytes_ReturnSorted([Values(0, 1, 10, 1000, 10000, 100000)] int size)
  383. {
  384. var random = new Unity.Mathematics.Random(1);
  385. NativeArray<byte> array = new NativeArray<byte>(size, Allocator.Persistent);
  386. Assert.IsTrue(array.IsCreated);
  387. for (int i = 0; i < array.Length; i++)
  388. {
  389. array[i] = (byte)random.NextInt(byte.MinValue, byte.MinValue);
  390. }
  391. array.SortJob().Schedule().Complete();
  392. int min = int.MinValue;
  393. foreach (var i in array)
  394. {
  395. Assert.LessOrEqual(min, i);
  396. min = i;
  397. }
  398. array.Dispose();
  399. }
  400. struct DescendingComparer<T> : IComparer<T> where T : IComparable<T>
  401. {
  402. public int Compare(T x, T y) => y.CompareTo(x);
  403. }
  404. [Test]
  405. [Obsolete("Sort is being replaced by SortJob. (RemovedAfter 2021-06-20)", false)]
  406. public void SortNativeArrayByJob_RandomBytes_ReturnSorted_Descending([Values(0, 1, 10, 1000, 10000, 100000)] int size)
  407. {
  408. var random = new Unity.Mathematics.Random(1);
  409. NativeArray<byte> array = new NativeArray<byte>(size, Allocator.Persistent);
  410. Assert.IsTrue(array.IsCreated);
  411. for (int i = 0; i < array.Length; i++)
  412. {
  413. array[i] = (byte)random.NextInt(byte.MinValue, byte.MinValue);
  414. }
  415. array.Sort(new DescendingComparer<byte>(), default).Complete();
  416. int max = int.MaxValue;
  417. foreach (var i in array)
  418. {
  419. Assert.GreaterOrEqual(max, i);
  420. max = i;
  421. }
  422. array.Dispose();
  423. }
  424. [Test]
  425. public void SortJobNativeArray_RandomBytes_ReturnSorted_Descending([Values(0, 1, 10, 1000, 10000, 100000)] int size)
  426. {
  427. var random = new Unity.Mathematics.Random(1);
  428. NativeArray<byte> array = new NativeArray<byte>(size, Allocator.Persistent);
  429. Assert.IsTrue(array.IsCreated);
  430. for (int i = 0; i < array.Length; i++)
  431. {
  432. array[i] = (byte)random.NextInt(byte.MinValue, byte.MinValue);
  433. }
  434. array.SortJob(new DescendingComparer<byte>()).Schedule().Complete();
  435. int max = int.MaxValue;
  436. foreach (var i in array)
  437. {
  438. Assert.GreaterOrEqual(max, i);
  439. max = i;
  440. }
  441. array.Dispose();
  442. }
  443. [Test]
  444. [Obsolete("Sort is being replaced by SortJob. (RemovedAfter 2021-06-20)", false)]
  445. public void SortNativeArrayByJob_RandomShorts_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  446. {
  447. var random = new Unity.Mathematics.Random(1);
  448. NativeArray<short> array = new NativeArray<short>(size, Allocator.Persistent);
  449. Assert.IsTrue(array.IsCreated);
  450. for (int i = 0; i < array.Length; i++)
  451. {
  452. array[i] = (short)random.NextInt(short.MinValue, short.MaxValue);
  453. }
  454. array.Sort(default).Complete();
  455. int min = int.MinValue;
  456. foreach (var i in array)
  457. {
  458. Assert.LessOrEqual(min, i);
  459. min = i;
  460. }
  461. array.Dispose();
  462. }
  463. [Test]
  464. public void SortJobNativeArray_RandomShorts_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  465. {
  466. var random = new Unity.Mathematics.Random(1);
  467. NativeArray<short> array = new NativeArray<short>(size, Allocator.Persistent);
  468. Assert.IsTrue(array.IsCreated);
  469. for (int i = 0; i < array.Length; i++)
  470. {
  471. array[i] = (short)random.NextInt(short.MinValue, short.MaxValue);
  472. }
  473. array.SortJob().Schedule().Complete();
  474. int min = int.MinValue;
  475. foreach (var i in array)
  476. {
  477. Assert.LessOrEqual(min, i);
  478. min = i;
  479. }
  480. array.Dispose();
  481. }
  482. [Test]
  483. [Obsolete("Sort is being replaced by SortJob. (RemovedAfter 2021-06-20)", false)]
  484. public void SortJobNativeArray_RandomShorts_ReturnSorted_Descending([Values(0, 1, 10, 1000, 10000)] int size)
  485. {
  486. var random = new Unity.Mathematics.Random(1);
  487. NativeArray<short> array = new NativeArray<short>(size, Allocator.Persistent);
  488. Assert.IsTrue(array.IsCreated);
  489. for (int i = 0; i < array.Length; i++)
  490. {
  491. array[i] = (short)random.NextInt(short.MinValue, short.MaxValue);
  492. }
  493. array.Sort(new DescendingComparer<short>(), default).Complete();
  494. int max = int.MaxValue;
  495. foreach (var i in array)
  496. {
  497. Assert.GreaterOrEqual(max, i);
  498. max = i;
  499. }
  500. array.Dispose();
  501. }
  502. [Test]
  503. public void SortNativeArrayByJob_RandomShorts_ReturnSorted_Descending([Values(0, 1, 10, 1000, 10000)] int size)
  504. {
  505. var random = new Unity.Mathematics.Random(1);
  506. NativeArray<short> array = new NativeArray<short>(size, Allocator.Persistent);
  507. Assert.IsTrue(array.IsCreated);
  508. for (int i = 0; i < array.Length; i++)
  509. {
  510. array[i] = (short)random.NextInt(short.MinValue, short.MaxValue);
  511. }
  512. array.SortJob(new DescendingComparer<short>()).Schedule().Complete();
  513. int max = int.MaxValue;
  514. foreach (var i in array)
  515. {
  516. Assert.GreaterOrEqual(max, i);
  517. max = i;
  518. }
  519. array.Dispose();
  520. }
  521. [Test]
  522. [Obsolete("Sort is being replaced by SortJob. (RemovedAfter 2021-06-20)", false)]
  523. public void SortNativeArrayByJob_RandomFloats_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  524. {
  525. var random = new Unity.Mathematics.Random(1);
  526. NativeArray<float> array = new NativeArray<float>(size, Allocator.Persistent);
  527. Assert.IsTrue(array.IsCreated);
  528. for (int i = 0; i < array.Length; i++)
  529. {
  530. array[i] = (float)random.NextDouble();
  531. }
  532. array.Sort(default).Complete();
  533. float min = float.MinValue;
  534. foreach (var i in array)
  535. {
  536. Assert.LessOrEqual(min, i);
  537. min = i;
  538. }
  539. array.Dispose();
  540. }
  541. [Test]
  542. public void SortJobNativeArray_RandomFloats_ReturnSorted([Values(0, 1, 10, 1000, 10000)] int size)
  543. {
  544. var random = new Unity.Mathematics.Random(1);
  545. NativeArray<float> array = new NativeArray<float>(size, Allocator.Persistent);
  546. Assert.IsTrue(array.IsCreated);
  547. for (int i = 0; i < array.Length; i++)
  548. {
  549. array[i] = (float)random.NextDouble();
  550. }
  551. array.SortJob().Schedule().Complete();
  552. float min = float.MinValue;
  553. foreach (var i in array)
  554. {
  555. Assert.LessOrEqual(min, i);
  556. min = i;
  557. }
  558. array.Dispose();
  559. }
  560. [Test]
  561. [Obsolete("Sort is being replaced by SortJob. (RemovedAfter 2021-06-20)", false)]
  562. public void SortNativeArrayByJob_RandomFloats_ReturnSorted_Descending([Values(0, 1, 10, 1000, 10000)] int size)
  563. {
  564. var random = new Unity.Mathematics.Random(1);
  565. NativeArray<float> array = new NativeArray<float>(size, Allocator.Persistent);
  566. Assert.IsTrue(array.IsCreated);
  567. for (int i = 0; i < array.Length; i++)
  568. {
  569. array[i] = (float)random.NextDouble();
  570. }
  571. array.Sort(new DescendingComparer<float>(), default).Complete();
  572. float max = float.MaxValue;
  573. foreach (var i in array)
  574. {
  575. Assert.GreaterOrEqual(max, i);
  576. max = i;
  577. }
  578. array.Dispose();
  579. }
  580. [Test]
  581. public void SortJobNativeArray_RandomFloats_ReturnSorted_Descending([Values(0, 1, 10, 1000, 10000)] int size)
  582. {
  583. var random = new Unity.Mathematics.Random(1);
  584. NativeArray<float> array = new NativeArray<float>(size, Allocator.Persistent);
  585. Assert.IsTrue(array.IsCreated);
  586. for (int i = 0; i < array.Length; i++)
  587. {
  588. array[i] = (float)random.NextDouble();
  589. }
  590. array.SortJob(new DescendingComparer<float>()).Schedule().Complete();
  591. float max = float.MaxValue;
  592. foreach (var i in array)
  593. {
  594. Assert.GreaterOrEqual(max, i);
  595. max = i;
  596. }
  597. array.Dispose();
  598. }
  599. }