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Comparing read-write speed of Unity's ECS native container against regular arrays. Read-write linearly.
using UnityEngine;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine.Experimental.PlayerLoop;
using System.Collections.Generic;
using System.Diagnostics;
public class Sandbox : JobComponentSystem
{
NativeArray<int> nativeArray;
int[] array;
private const int amount = 100000;
Stopwatch sw;
protected override void OnCreateManager(int capacity)
{
nativeArray = new NativeArray<int>(amount, Allocator.Persistent);
array = new int[amount];
// for (int i = 0; i < amount; i++)
// {
// int random = UnityEngine.Random.Range(0,100);
// nativeArray[i] = random;
// array[i] = random;
// }
sw = new Stopwatch();
}
protected override void OnDestroyManager()
{
nativeArray.Dispose();
}
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
int random = UnityEngine.Random.Range(0,100);
int read = 0;
WarmUp(array);
sw.Start();
for (int i = 0; i < amount; i++)
{
read = array[i];
}
sw.Stop();
UnityEngine.Debug.Log($"{nameof(array)} R {sw.ElapsedTicks}");
sw.Reset();
WarmUp(nativeArray);
sw.Start();
for (int i = 0; i < amount; i++)
{
read = nativeArray[i];
}
sw.Stop();
UnityEngine.Debug.Log($"{nameof(nativeArray)} R {sw.ElapsedTicks}");
sw.Reset();
WarmUp(array);
sw.Start();
for (int i = 0; i < amount; i++)
{
array[i] = random;
}
sw.Stop();
UnityEngine.Debug.Log($"{nameof(array)} W {sw.ElapsedTicks}");
sw.Reset();
WarmUp(nativeArray);
sw.Start();
for (int i = 0; i < amount; i++)
{
nativeArray[i] = random;
}
sw.Stop();
UnityEngine.Debug.Log($"{nameof(nativeArray)} W {sw.ElapsedTicks}");
sw.Reset();
WarmUp(array);
sw.Start();
for (int i = 0; i < amount; i++)
{
array[i]++;
}
sw.Stop();
UnityEngine.Debug.Log($"{nameof(array)} RW {sw.ElapsedTicks}");
sw.Reset();
WarmUp(nativeArray);
sw.Start();
for (int i = 0; i < amount; i++)
{
nativeArray[i]++;
}
sw.Stop();
UnityEngine.Debug.Log($"{nameof(nativeArray)} RW {sw.ElapsedTicks}");
sw.Reset();
var rwJob = new RWJob() { nativeArray = nativeArray };
rwJob.Schedule().Complete(); //Warm up
sw.Start();
rwJob.Schedule().Complete();
sw.Stop();
UnityEngine.Debug.Log($"{nameof(nativeArray)} RW (Job) {sw.ElapsedTicks}");
sw.Reset();
int[] sizes = new int[] { 1, 2, 4, 8, 16, 32, 64, 128, 256 };
foreach (int size in sizes)
{
var rwJobParallel = new RWJobParallel() { nativeArray = nativeArray };
rwJobParallel.Schedule(amount, size).Complete(); //Warm up
sw.Start();
rwJobParallel.Schedule(amount, size).Complete();
sw.Stop();
UnityEngine.Debug.Log($"{nameof(nativeArray)} RW (Job Parallel {size}) {sw.ElapsedTicks}");
sw.Reset();
}
this.Enabled = false;
return inputDeps;
}
struct RWJob : IJob
{
public NativeArray<int> nativeArray;
public void Execute()
{
for (int i = 0; i < amount; i++)
{
nativeArray[i]++;
}
}
}
struct RWJobParallel : IJobParallelFor
{
public NativeArray<int> nativeArray;
public void Execute(int index)
{
nativeArray[index]++;
}
}
private static void WarmUp(int[] a)
{
int random = UnityEngine.Random.Range(0, 100);
for (int i = 0; i < a.Length; i++)
{
a[i] = random;
}
}
private static void WarmUp(NativeArray<int> a)
{
int random = UnityEngine.Random.Range(0, 100);
for (int i = 0; i < a.Length; i++)
{
a[i] = random;
}
}
}
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