UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Tests/Editor/BuddyAllocatorTests.cs

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2024-10-27 10:53:47 +03:00
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using Unity.Collections;
using Unity.Mathematics;
namespace UnityEngine.Rendering.Universal.Tests
{
class BuddyAllocatorTests
{
static IEnumerable<int> levelsCounts1D = Enumerable.Range(1, 24);
[TestCaseSource(nameof(levelsCounts1D))]
public void Empty1D(int levelCount)
{
var allocator = new BuddyAllocator(levelCount, 1, Allocator.Temp);
allocator.Dispose();
}
static IEnumerable<int> levelsCounts2D = Enumerable.Range(1, 12);
[TestCaseSource(nameof(levelsCounts2D))]
public void Empty2D(int levelCount)
{
var allocator = new BuddyAllocator(levelCount, 2, Allocator.Temp);
allocator.Dispose();
}
static IEnumerable<int> levelsCounts3D = Enumerable.Range(1, 8);
[TestCaseSource(nameof(levelsCounts3D))]
public void Empty3D(int levelCount)
{
var allocator = new BuddyAllocator(levelCount, 3, Allocator.Temp);
allocator.Dispose();
}
[Test]
public void Allocate1()
{
using var allocator = new BuddyAllocator(8, 2);
Assert.IsTrue(allocator.TryAllocate(0, out var allocation));
Assert.AreEqual(0, allocation.index);
}
[Test]
public void Allocate6()
{
using var allocator = new BuddyAllocator(8, 2);
Assert.IsTrue(allocator.TryAllocate(1, out var a0));
Assert.AreEqual(math.uint2(0, 0), a0.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a1));
Assert.AreEqual(math.uint2(1, 0), a1.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a2));
Assert.AreEqual(math.uint2(0, 1), a2.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a3));
Assert.AreEqual(math.uint2(1, 1), a3.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a4));
Assert.AreEqual(math.uint2(2, 0), a4.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a5));
Assert.AreEqual(math.uint2(3, 0), a5.index2D);
}
[Test]
public void Allocate6Recycle2()
{
using var allocator = new BuddyAllocator(3, 2);
Assert.IsTrue(allocator.TryAllocate(1, out var a0));
Assert.AreEqual(math.uint2(0, 0), a0.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a1));
Assert.AreEqual(math.uint2(1, 0), a1.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a2));
Assert.AreEqual(math.uint2(0, 1), a2.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a3));
Assert.AreEqual(math.uint2(1, 1), a3.index2D);
allocator.Free(a3);
allocator.Free(a2);
Assert.IsTrue(allocator.TryAllocate(1, out a2));
Assert.AreEqual(math.uint2(0, 1), a2.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out a3));
Assert.AreEqual(math.uint2(1, 1), a3.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a4));
Assert.AreEqual(math.uint2(2, 0), a4.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a5));
Assert.AreEqual(math.uint2(3, 0), a5.index2D);
}
[Test]
public void Allocate6Recycle4()
{
using var allocator = new BuddyAllocator(3, 2);
Assert.IsTrue(allocator.TryAllocate(1, out var a0));
Assert.AreEqual(math.uint2(0, 0), a0.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a1));
Assert.AreEqual(math.uint2(1, 0), a1.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a2));
Assert.AreEqual(math.uint2(0, 1), a2.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a3));
Assert.AreEqual(math.uint2(1, 1), a3.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a4));
Assert.AreEqual(math.uint2(2, 0), a4.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a5));
Assert.AreEqual(math.uint2(3, 0), a5.index2D);
allocator.Free(a0);
allocator.Free(a1);
allocator.Free(a2);
allocator.Free(a3);
Assert.IsTrue(allocator.TryAllocate(0, out var a6));
Assert.AreEqual(math.uint2(0, 0), a6.index2D);
}
[Test]
public void CubemapScenario1()
{
using var allocator = new BuddyAllocator(3, 2);
// Allocate 6 items on level 2. This will use up (0, 0) and (1, 0) on level 1.
Assert.IsTrue(allocator.TryAllocate(2, out var a00));
Assert.IsTrue(allocator.TryAllocate(2, out var a01));
Assert.IsTrue(allocator.TryAllocate(2, out var a02));
Assert.IsTrue(allocator.TryAllocate(2, out var a03));
Assert.IsTrue(allocator.TryAllocate(2, out var a04));
Assert.IsTrue(allocator.TryAllocate(2, out var a05));
Assert.AreEqual(math.uint2(0, 0), a00.index2D);
Assert.AreEqual(math.uint2(1, 0), a01.index2D);
Assert.AreEqual(math.uint2(0, 1), a02.index2D);
Assert.AreEqual(math.uint2(1, 1), a03.index2D);
Assert.AreEqual(math.uint2(2, 0), a04.index2D);
Assert.AreEqual(math.uint2(3, 0), a05.index2D);
Assert.IsTrue(allocator.TryAllocate(1, out var a10));
Assert.IsTrue(allocator.TryAllocate(1, out var a11));
Assert.IsTrue(allocator.TryAllocate(1, out var a12));
Assert.IsTrue(allocator.TryAllocate(1, out var a13));
Assert.IsTrue(allocator.TryAllocate(1, out var a14));
Assert.IsTrue(allocator.TryAllocate(1, out var a15));
Assert.AreEqual(math.uint2(0, 1), a10.index2D);
Assert.AreEqual(math.uint2(1, 1), a11.index2D);
Assert.AreEqual(math.uint2(2, 0), a12.index2D);
Assert.AreEqual(math.uint2(3, 0), a13.index2D);
Assert.AreEqual(math.uint2(2, 1), a14.index2D);
Assert.AreEqual(math.uint2(3, 1), a15.index2D);
// This should make (0, 0) and (1, 0) available on level 1 again.
allocator.Free(a05);
allocator.Free(a04);
allocator.Free(a03);
allocator.Free(a02);
allocator.Free(a01);
allocator.Free(a00);
Assert.IsTrue(allocator.TryAllocate(1, out var a20));
Assert.IsTrue(allocator.TryAllocate(1, out var a21));
Assert.IsTrue(allocator.TryAllocate(1, out var a22));
Assert.IsTrue(allocator.TryAllocate(1, out var a23));
Assert.IsTrue(allocator.TryAllocate(1, out var a24));
Assert.IsTrue(allocator.TryAllocate(1, out var a25));
Assert.AreEqual(math.uint2(0, 0), a20.index2D);
Assert.AreEqual(math.uint2(1, 0), a21.index2D);
Assert.AreEqual(math.uint2(0, 2), a22.index2D);
Assert.AreEqual(math.uint2(1, 2), a23.index2D);
Assert.AreEqual(math.uint2(0, 3), a24.index2D);
Assert.AreEqual(math.uint2(1, 3), a25.index2D);
}
}
}