This adds the `MultiFunction` type and some smallish utility types that it uses. A `MultiFunction` encapsulates a function that is optimized for throughput by always processing many elements at once. This is an important part of the new particle system, because it allows us to execute user generated node trees for many particles efficiently. Reviewers: brecht Differential Revision: https://developer.blender.org/D8030
102 lines
2.8 KiB
C++
102 lines
2.8 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "FN_cpp_types.hh"
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#include "FN_generic_vector_array.hh"
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#include "testing/testing.h"
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namespace blender {
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namespace fn {
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TEST(generic_vector_array, Constructor)
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{
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GVectorArray vectors{CPPType_int32, 3};
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EXPECT_EQ(vectors.size(), 3);
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EXPECT_EQ(vectors.lengths().size(), 3);
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EXPECT_EQ(vectors.starts().size(), 3);
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EXPECT_EQ(vectors.lengths()[0], 0);
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EXPECT_EQ(vectors.lengths()[1], 0);
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EXPECT_EQ(vectors.lengths()[2], 0);
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EXPECT_EQ(vectors.type(), CPPType_int32);
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}
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TEST(generic_vector_array, Append)
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{
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GVectorArray vectors{CPPType_string, 3};
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std::string value = "hello";
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vectors.append(0, &value);
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value = "world";
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vectors.append(0, &value);
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vectors.append(2, &value);
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EXPECT_EQ(vectors.lengths()[0], 2);
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EXPECT_EQ(vectors.lengths()[1], 0);
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EXPECT_EQ(vectors.lengths()[2], 1);
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EXPECT_EQ(vectors[0].size(), 2);
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EXPECT_EQ(vectors[0].typed<std::string>()[0], "hello");
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EXPECT_EQ(vectors[0].typed<std::string>()[1], "world");
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EXPECT_EQ(vectors[2].typed<std::string>()[0], "world");
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}
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TEST(generic_vector_array, AsArraySpan)
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{
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GVectorArray vectors{CPPType_int32, 3};
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int value = 3;
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vectors.append(0, &value);
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vectors.append(0, &value);
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value = 5;
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vectors.append(2, &value);
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vectors.append(2, &value);
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vectors.append(2, &value);
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GVArraySpan span = vectors;
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EXPECT_EQ(span.type(), CPPType_int32);
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EXPECT_EQ(span.size(), 3);
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EXPECT_EQ(span[0].size(), 2);
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EXPECT_EQ(span[1].size(), 0);
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EXPECT_EQ(span[2].size(), 3);
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EXPECT_EQ(span[0].typed<int>()[1], 3);
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EXPECT_EQ(span[2].typed<int>()[0], 5);
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}
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TEST(generic_vector_array, TypedRef)
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{
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GVectorArray vectors{CPPType_int32, 4};
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GVectorArrayRef<int> ref = vectors.typed<int>();
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ref.append(0, 2);
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ref.append(0, 6);
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ref.append(0, 7);
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ref.append(2, 1);
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ref.append(2, 1);
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ref.append(3, 5);
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ref.append(3, 6);
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EXPECT_EQ(ref[0].size(), 3);
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EXPECT_EQ(vectors[0].size(), 3);
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EXPECT_EQ(ref[0][0], 2);
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EXPECT_EQ(ref[0][1], 6);
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EXPECT_EQ(ref[0][2], 7);
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EXPECT_EQ(ref[1].size(), 0);
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EXPECT_EQ(ref[2][0], 1);
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EXPECT_EQ(ref[2][1], 1);
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EXPECT_EQ(ref[3][0], 5);
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EXPECT_EQ(ref[3][1], 6);
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}
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} // namespace fn
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} // namespace blender
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