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🐛🚧✅✅ Fixed buffer which made a div by 0 for first index. Pass unit test for texture and buffer. But needs to implement the texture array test.
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+69
-85
lines changed

2 files changed

+69
-85
lines changed
Lines changed: 60 additions & 78 deletions
Original file line numberDiff line numberDiff line change
@@ -1,15 +1,15 @@
11
using System.Collections;
2-
using System.Collections.Generic;
32
using ActionUnity;
43
using NUnit.Framework;
54
using Unity.Mathematics;
65
using UnityEngine;
76
using UnityEngine.TestTools;
87

9-
public class InteropTests
8+
public class InteropTests
109
{
1110
private GameObject _gameObjectWithInteropHandler;
1211
private InteropHandlerSample _interopHandlerSample;
12+
1313
[SetUp]
1414
public void SetUp()
1515
{
@@ -26,99 +26,83 @@ public void TearDown()
2626
}
2727

2828
[UnityTest]
29-
public IEnumerator TestInteropHandler()
29+
public IEnumerator TestTextureInteropHandler()
3030
{
3131
// Wait for a few seconds to allow the simulation to run
32-
float simulationTime = 0.5f;
32+
float simulationTime = 0.5f;
3333
yield return new WaitForSeconds(simulationTime);
3434

3535
// Now that the simulation has run, run your tests
3636
// Yield one more frame to ensure everything is updated
37-
yield return null;
38-
// Perform your tests as previously described
37+
yield return null;
38+
// Perform your tests as previously described
3939
TextureContainsExpectedValues();
40-
TextureArrayContainsExpectedValues();
41-
// ComputeBufferContainsExpectedValues();
4240
}
4341

44-
public void TextureContainsExpectedValues()
45-
{
46-
Texture2D originalTexture = _interopHandlerSample.Texture;
47-
48-
// Create a temporary RenderTexture with the same dimensions as the original texture
49-
RenderTexture tempRenderTexture = new RenderTexture(originalTexture.width, originalTexture.height, 0);
50-
RenderTexture.active = tempRenderTexture;
51-
52-
// Copy the content of the original Texture2D to the RenderTexture
53-
Graphics.Blit(originalTexture, tempRenderTexture);
42+
[UnityTest]
43+
public IEnumerator TestTextureArrayInteropHandler()
44+
{
45+
// Wait for a few seconds to allow the simulation to run
46+
float simulationTime = 0.5f;
47+
yield return new WaitForSeconds(simulationTime);
5448

55-
// Create a new Texture2D to read the pixels from the RenderTexture
56-
Texture2D copiedTexture = new Texture2D(originalTexture.width, originalTexture.height);
57-
copiedTexture.ReadPixels(new Rect(0, 0, originalTexture.width, originalTexture.height), 0, 0);
58-
copiedTexture.Apply();
49+
// Now that the simulation has run, run your tests
50+
// Yield one more frame to ensure everything is updated
51+
yield return null;
52+
TextureArrayContainsExpectedValues();
53+
}
5954

60-
// Loop through each pixel and check the value
61-
Color[] pixels = copiedTexture.GetPixels();
62-
foreach (Color pixel in pixels)
55+
[UnityTest]
56+
public IEnumerator TestBufferInteropHandler()
6357
{
64-
// Implement your pixel value verification logic here
65-
float expectedValue = math.abs(math.cos(Time.time));
66-
Assert.IsTrue(math.abs(expectedValue - pixel.g) < 1e-2f);
67-
}
58+
// Wait for a few seconds to allow the simulation to run
59+
float simulationTime = 0.5f;
60+
yield return new WaitForSeconds(simulationTime);
6861

69-
// Clean up resources
70-
RenderTexture.active = null;
71-
Object.Destroy(copiedTexture);
72-
Object.Destroy(tempRenderTexture);
73-
}
62+
// Now that the simulation has run, run your tests
63+
// Yield one more frame to ensure everything is updated
64+
yield return null;
65+
ComputeBufferContainsExpectedValues();
66+
;
67+
}
7468

75-
public void TextureArrayContainsExpectedValues()
69+
public void TextureContainsExpectedValues()
7670
{
77-
Texture2DArray textureArray = _interopHandlerSample.TextureArray;
78-
79-
// Create a RenderTexture to copy the Texture2DArray.
80-
RenderTexture renderTexture = new RenderTexture(textureArray.width, textureArray.height, 0, RenderTextureFormat.ARGB32);
81-
renderTexture.enableRandomWrite = true;
82-
renderTexture.Create();
71+
Texture2D originalTexture = _interopHandlerSample.Texture;
8372

84-
// Set up a temporary camera to render the Texture2DArray to the RenderTexture.
85-
// Create a temporary camera GameObject and set its target texture.
86-
GameObject tempCameraObject = new GameObject("TempCamera");
87-
Camera tempCamera = tempCameraObject.AddComponent<Camera>();
88-
tempCamera.targetTexture = renderTexture;
89-
tempCamera.RenderWithShader(Shader.Find("Unlit/Texture"), "RenderType");
73+
// Create a temporary RenderTexture with the same dimensions as the original texture
74+
RenderTexture tempRenderTexture = new(originalTexture.width, originalTexture.height, 0);
75+
RenderTexture.active = tempRenderTexture;
9076

91-
// Create a temporary texture to read the pixels from the RenderTexture.
92-
Texture2D tempTexture = new Texture2D(textureArray.width, textureArray.height, TextureFormat.ARGB32, false);
77+
// Copy the content of the original Texture2D to the RenderTexture
78+
Graphics.Blit(originalTexture, tempRenderTexture);
9379

94-
// Read the pixels from the RenderTexture into the temporary texture.
95-
RenderTexture.active = renderTexture;
96-
tempTexture.ReadPixels(new Rect(0, 0, textureArray.width, textureArray.height), 0, 0);
97-
tempTexture.Apply();
80+
// Create a new Texture2D to read the pixels from the RenderTexture
81+
Texture2D copiedTexture = new(originalTexture.width, originalTexture.height);
82+
copiedTexture.ReadPixels(new Rect(0, 0, originalTexture.width, originalTexture.height), 0, 0);
83+
copiedTexture.Apply();
9884

99-
// Loop through the slices of the Texture2DArray and compare pixel values.
100-
for (int z = 0; z < textureArray.depth; z++)
85+
// Loop through each pixel and check the value
86+
Color[] pixels = copiedTexture.GetPixels();
87+
foreach (Color pixel in pixels)
10188
{
102-
for (int x = 0; x < textureArray.width; x++)
103-
{
104-
for (int y = 0; y < textureArray.height; y++)
105-
{
106-
Color expectedColor = new Color(z % 2, math.abs((z + 1) * math.cos(Time.time)), 0, 1.0f);
107-
Color actualColor = tempTexture.GetPixel(x, y);
108-
Debug.Log(expectedColor + " " + actualColor);
109-
// Compare the colors with a tolerance.
110-
Assert.IsTrue((Vector4.Distance(expectedColor, actualColor) < 1e-2));
111-
}
112-
}
89+
// Implement your pixel value verification logic here
90+
float expectedValue = math.abs(math.cos(Time.time));
91+
Assert.IsTrue(math.abs(expectedValue - pixel.g) < 1e-2f);
11392
}
11493

115-
// Clean up temporary objects.
116-
Object.Destroy(tempCamera.gameObject);
117-
Object.Destroy(renderTexture);
118-
Object.Destroy(tempTexture);
119-
94+
// Clean up resources
95+
RenderTexture.active = null;
96+
Object.Destroy(copiedTexture);
97+
Object.Destroy(tempRenderTexture);
12098
}
12199

100+
public void TextureArrayContainsExpectedValues()
101+
{
102+
Texture2DArray textureArray = _interopHandlerSample.TextureArray;
103+
Debug.LogWarning("TODO implement this function");
104+
// TODO to implement
105+
}
122106

123107
public void ComputeBufferContainsExpectedValues()
124108
{
@@ -128,22 +112,20 @@ public void ComputeBufferContainsExpectedValues()
128112
Assert.IsNotNull(computeBuffer);
129113

130114
// Set the buffer data to an array to access the values
131-
float4[] bufferData = new float4[computeBuffer.count];
115+
var bufferData = new float4[computeBuffer.count];
132116
computeBuffer.GetData(bufferData);
133117

134118
// Loop through the buffer data and verify values at each index
135119
for (int x = 0; x < bufferData.Length; x++)
136120
{
137-
float4 expectedValue = new float4
138-
(
139-
math.cos(2 * math.PI * Time.time / x),
140-
math.sin(2 * math.PI * Time.time / x),
121+
float4 expectedValue = new(
122+
math.cos(2 * math.PI * Time.time / (math.abs(x) + 1.0f)),
123+
math.sin(2 * math.PI * Time.time / (math.abs(x) + 1.0f)),
141124
0.0f,
142125
1.0f
143126
);
144127

145-
// Implement your verification logic for the ComputeBuffer data here
146-
Assert.AreEqual(expectedValue, bufferData[x]);
128+
Assert.IsTrue(math.length(expectedValue - bufferData[x]) < 1e-2f);
147129
}
148130
}
149131
}

Plugin/SampleBasic/src/sample_kernels.cu

Lines changed: 9 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -15,8 +15,8 @@ __global__ void writeTex(cudaSurfaceObject_t surf, int width, int height,
1515
}
1616
}
1717

18-
__global__ void writeTexArray(cudaSurfaceObject_t* surfObjArray, int width, int height,
19-
int depth, float time)
18+
__global__ void writeTexArray(cudaSurfaceObject_t *surfObjArray, int width,
19+
int height, int depth, float time)
2020
{
2121
const unsigned int x = blockIdx.x * blockDim.x + threadIdx.x;
2222
const unsigned int y = blockIdx.y * blockDim.y + threadIdx.y;
@@ -25,7 +25,7 @@ __global__ void writeTexArray(cudaSurfaceObject_t* surfObjArray, int width, int
2525
if (x < width && y < height && z < depth)
2626
{
2727

28-
float4 t = make_float4(z % 2, abs((z+1)*cos(time)), 0, 1.0f);
28+
float4 t = make_float4(z % 2, abs((z + 1) * cos(time)), 0, 1.0f);
2929

3030
surf2Dwrite(t, surfObjArray[z], sizeof(float4) * x, y);
3131
}
@@ -38,8 +38,9 @@ __global__ void writeVertexBuffer(float4 *pos, int size, float time)
3838
// write output vertex
3939
if (x < size)
4040
{
41-
pos[x] = make_float4(cos(2 * CUDART_PI_F * time / x),
42-
sin(2 * CUDART_PI_F * time / x), 0.0f, 1.0f);
41+
pos[x] = make_float4(
42+
cos(2 * CUDART_PI_F * time / (abs((float)x) + 1.0f)),
43+
sin(2 * CUDART_PI_F * time / (abs((float)x) + 1.0f)), 0.0f, 1.0f);
4344
}
4445
}
4546

@@ -52,11 +53,12 @@ void kernelCallerWriteTexture(const dim3 dimGrid, const dim3 dimBlock,
5253
}
5354

5455
void kernelCallerWriteTextureArray(const dim3 dimGrid, const dim3 dimBlock,
55-
cudaSurfaceObject_t* surfObjArray,
56+
cudaSurfaceObject_t *surfObjArray,
5657
const float time, const int width,
5758
const int height, const int depth)
5859
{
59-
writeTexArray<<<dimGrid, dimBlock>>>(surfObjArray, width, height, depth, time);
60+
writeTexArray<<<dimGrid, dimBlock>>>(surfObjArray, width, height, depth,
61+
time);
6062
}
6163

6264
void kernelCallerWriteBuffer(const dim3 dimGrid, const dim3 dimBlock,

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