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async and burst direct call test
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using Unity.Mathematics; | |
using Unity.Burst; | |
using UnityEngine.Profiling; | |
using Unity.Collections; | |
using UnityEngine.UI; | |
using System.Threading.Tasks; | |
[BurstCompile(Debug = true)] | |
public class TestController : MonoBehaviour | |
{ | |
[SerializeField] int _size = 256; | |
[SerializeField] RawImage _target = null; | |
Texture2D _texture; | |
// Start is called before the first frame update | |
void Start() | |
{ | |
_texture = new Texture2D(_size, _size, TextureFormat.RGBA32, false); | |
_target.texture = _texture; | |
} | |
private async void PerformNoise() | |
{ | |
Debug.Log("async prepare task....."); | |
var delayTask = Task.Delay(1000); | |
var task1 = noiseTask(); | |
await Task.WhenAll(delayTask, task1); | |
Debug.Log("noise task done"); | |
} | |
private Task noiseTask() | |
{ | |
Profiler.BeginSample("Texture Generation"); | |
using var temp = new NativeArray<uint>(_size * _size, Allocator.Temp); | |
var buffer = new NativeSlice<uint>(temp); | |
var time = Time.time; | |
var offs = 0; | |
for (var y = 0; y < _size; y++) | |
for (var x = 0; x < _size; x++) | |
buffer[offs++] = GetPixel(x, y, time); | |
Profiler.EndSample(); | |
_texture.LoadRawTextureData(temp); | |
_texture.Apply(); | |
return Task.CompletedTask; | |
} | |
// Update is called once per frame | |
void Update() | |
{ | |
if (Input.GetKeyDown(KeyCode.Space)) | |
{ | |
PerformNoise(); | |
} | |
transform.position += new Vector3(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"), 0) * 15f * Time.deltaTime; | |
} | |
[BurstCompile] | |
public static uint GetPixel(int x, int y, float t) | |
{ | |
var pos = math.float3(x, y, t) * math.float3(0.008f, 0.008f, 0.5f); | |
var f32 = noise.snoise(pos) * 0.4f + 0.5f; | |
var un8 = (uint)(math.saturate(f32) * 255); | |
return un8 | un8 << 8 | un8 << 16 | 0xff000000; | |
} | |
} |
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