mirror of
https://github.com/bdunderscore/modular-avatar.git
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37b0f3c036
* opti: fix perf regressions in new armature lock system ... by avoiding reinitializing everything whenever any target bone moves. * chore: fixing unity 2019 issues
69 lines
2.2 KiB
C#
69 lines
2.2 KiB
C#
using System.Collections.Generic;
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using nadena.dev.modular_avatar.core.armature_lock;
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using NUnit.Framework;
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using Unity.Collections;
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namespace UnitTests.ArmatureAwase
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{
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public class NativeMemoryManagerTest
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{
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[Test]
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public void Test()
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{
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var mm = new NativeMemoryManager();
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var arr = mm.CreateArray<int>();
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var s1 = mm.Allocate(8);
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SetRange(arr, s1, 101);
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var s2 = mm.Allocate(8);
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SetRange(arr, s2, 102);
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mm.Free(s1);
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AssertRange(mm.InUseMask, 0, 8, false);
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AssertRange(mm.InUseMask, 8, 16, true);
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AssertRange(mm.InUseMask, 16, -1, false);
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List<(int, int, int)> defragOps = new List<(int, int, int)>();
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mm.OnSegmentMove += (src, dst, length) => defragOps.Add((src, dst, length));
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var s3 = mm.Allocate(16); // Forces reallocation/defragment
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Assert.AreEqual(s2.Offset, 0);
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Assert.AreEqual(defragOps, new List<(int, int, int)>()
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{
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(8, 0, 8),
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});
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SetRange(arr, s3, 103);
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AssertRange(arr, s2, 102);
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AssertRange(mm.InUseMask, s2, true);
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AssertRange(mm.InUseMask, s3, true);
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AssertRange(mm.InUseMask, s3.Offset, -1, false);
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mm.Dispose();
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Assert.IsFalse(arr.Array.IsCreated);
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}
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private void SetRange<T>(NativeArray<T> arr, ISegment segment, T value) where T : unmanaged
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{
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for (int i = 0; i < segment.Length; i++)
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{
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arr[i + segment.Offset] = value;
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}
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}
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private void AssertRange<T>(NativeArray<T> arr, ISegment segment, T value) where T : unmanaged
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{
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AssertRange<T>(arr, segment.Offset, segment.Offset + segment.Length, value);
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}
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private void AssertRange<T>(NativeArray<T> arr, int start, int end, T value) where T : unmanaged
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{
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for (int i = start; i < end; i++)
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{
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Assert.AreEqual(value, arr[i]);
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}
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}
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}
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} |