8bccd36d03
* Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * - Moved settings related to the detail material to a partial view srg owned by the terrain gem. - Added support for base color in detail materials. - Hooked up basic base color rendering of detail materials. - Corrected the way the material data was stored. - Added ref counting for detail materials so they can be released when no longer used. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Added buffer for material properties of detail mateirals, storing them in a multi-indexed data vector. Updated shader with relevant struct and buffer, but the buffer will need to be moved out of the mateiral SRG to work. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * - Moved settings related to the detail material to a partial view srg owned by the terrain gem. - Added support for base color in detail materials. - Hooked up basic base color rendering of detail materials. - Corrected the way the material data was stored. - Added ref counting for detail materials so they can be released when no longer used. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Detail materials now put textures into bindless array that's accessed in the shader. Shader now pulls all the detail materal information for a single mateiral but does no blending. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Correcting rebase merge problem. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fix detail roughness fade out with distance. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Adding tests for new MultiIndexedDataVector functions Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Updates to move bindless array to separate SRG - Exposed BindSrg() in renderpass so it's possible to add additional SRGs to a pass - Created a TerrainSrg for use by the terrain forward shader - Moved the bindless array out of the partial view SRG to the TerrainSrg Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Moved more properties out of the view srg to the terrain srg. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Spelling fixes Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing bug where the roughness min/max value were inverted. Also fixed bug where bad data would show for areas where there was no macro material. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Updates from PR review Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing case issues and updating function name due to a recent fix. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
346 lines
10 KiB
C++
346 lines
10 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <AzCore/UnitTest/TestTypes.h>
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#include <AzCore/Component/ComponentApplication.h>
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#include <Atom/Feature/Utils/MultiIndexedDataVector.h>
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#include <AzCore/Memory/SystemAllocator.h>
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#include <gtest/gtest.h>
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namespace UnitTest
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{
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using namespace AZ;
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using namespace AZ::Render;
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class IndexedDataVectorTests
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: public ::testing::Test
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{
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public:
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void SetUp() override
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{
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CreateAllocator();
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}
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void TearDown() override
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{
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DestroyAllocator();
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}
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private:
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void CreateAllocator()
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{
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static constexpr size_t NumMBToAllocate = 1;
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SystemAllocator::Descriptor desc;
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desc.m_heap.m_numFixedMemoryBlocks = 1;
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desc.m_heap.m_fixedMemoryBlocksByteSize[0] = NumMBToAllocate * 1024 * 1024;
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m_memBlock = AZ_OS_MALLOC(
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desc.m_heap.m_fixedMemoryBlocksByteSize[0],
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desc.m_heap.m_memoryBlockAlignment);
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desc.m_heap.m_fixedMemoryBlocks[0] = m_memBlock;
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AllocatorInstance<AZ::SystemAllocator>::Create(desc);
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}
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void DestroyAllocator()
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{
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AllocatorInstance<AZ::SystemAllocator>::Destroy();
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AZ_OS_FREE(m_memBlock);
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m_memBlock = nullptr;
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}
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void* m_memBlock = nullptr;
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};
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TEST_F(IndexedDataVectorTests, TestInsert)
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{
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enum Types
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{
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IntType = 0,
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DoubleType = 1,
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};
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MultiIndexedDataVector<int, double> myVec;
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constexpr int NumToInsert = 5;
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AZStd::vector<uint16_t> indices;
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for (int i = 0; i < NumToInsert; ++i)
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{
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auto index = myVec.GetFreeSlotIndex();
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indices.push_back(index);
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myVec.GetData<IntType>(index) = i;
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myVec.GetData<DoubleType>(index) = (double)i;
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}
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for (size_t i = 0; i < NumToInsert; ++i)
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{
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auto index = indices[i];
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EXPECT_EQ(i, myVec.GetData<IntType>(index));
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EXPECT_EQ((double)i, myVec.GetData<DoubleType>(index));
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}
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}
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TEST_F(IndexedDataVectorTests, TestSize)
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{
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enum Types
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{
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IntType = 0,
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};
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MultiIndexedDataVector<int> myVec;
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constexpr int NumToInsert = 5;
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for (int i = 0; i < NumToInsert; ++i)
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{
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auto index = myVec.GetFreeSlotIndex();
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myVec.GetData<IntType>(index) = i;
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}
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EXPECT_EQ(NumToInsert, myVec.GetDataCount());
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EXPECT_EQ(NumToInsert, myVec.GetDataVector<IntType>().size());
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myVec.Clear();
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EXPECT_EQ(0, myVec.GetDataCount());
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EXPECT_EQ(0, myVec.GetDataVector<IntType>().size());
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}
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TEST_F(IndexedDataVectorTests, TestErase)
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{
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enum Types
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{
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IntType = 0,
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};
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MultiIndexedDataVector<int> myVec;
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constexpr int NumToInsert = 200;
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AZStd::unordered_map<int, uint16_t> valueToIndex;
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for (int i = 0; i < NumToInsert; ++i)
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{
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auto index = myVec.GetFreeSlotIndex();
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valueToIndex[i] = index;
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myVec.GetData<IntType>(index) = i;
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}
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// erase every even number
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for (int i = 0; i < NumToInsert; i += 2)
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{
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uint16_t index = valueToIndex[i];
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auto previousRawIndex = myVec.GetRawIndex(index);
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auto movedIndex = myVec.RemoveIndex(index);
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if (movedIndex != MultiIndexedDataVector<int>::NoFreeSlot)
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{
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auto newRawIndex = myVec.GetRawIndex(movedIndex);
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// RemoveIndex() returns the index of the item that moves into its spot if any, so check
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// to make sure the Raw index of the old matches the raw index of the new
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EXPECT_EQ(previousRawIndex, newRawIndex);
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}
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valueToIndex.erase(i);
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}
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for (const auto& iter : valueToIndex)
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{
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int val = iter.first;
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uint16_t index = iter.second;
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EXPECT_EQ(val, myVec.GetData<IntType>(index));
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}
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}
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TEST_F(IndexedDataVectorTests, TestManyTypes)
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{
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enum Types
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{
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IntType = 0,
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StringType = 1,
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DoubleType = 2,
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FloatType = 3,
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CharType = 4,
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};
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MultiIndexedDataVector<int, AZStd::string, double, float, const char*> myVec;
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auto index = myVec.GetFreeSlotIndex();
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constexpr int TestIntVal = INT_MIN;
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constexpr double TestDoubleVal = -DBL_MIN;
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const AZStd::string TestStringVal = "This is an AZStd::string.";
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constexpr float TestFloatVal = FLT_MAX;
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const char* TestConstPointerVal = "This is a C array.";
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myVec.GetData<IntType>(index) = TestIntVal;
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myVec.GetData<StringType>(index) = TestStringVal;
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myVec.GetData<DoubleType>(index) = TestDoubleVal;
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myVec.GetData<FloatType>(index) = TestFloatVal;
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myVec.GetData<CharType>(index) = TestConstPointerVal;
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EXPECT_EQ(TestIntVal, static_cast<int>(myVec.GetData<IntType>(index)));
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EXPECT_EQ(TestStringVal, static_cast<AZStd::string>(myVec.GetData<StringType>(index)));
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EXPECT_EQ(TestDoubleVal, static_cast<double>(myVec.GetData<DoubleType>(index)));
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EXPECT_EQ(TestFloatVal, static_cast<float>(myVec.GetData<FloatType>(index)));
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EXPECT_STREQ(TestConstPointerVal, static_cast<const char*>(myVec.GetData<CharType>(index)));
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}
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MultiIndexedDataVector<int32_t, float> CreateTestVector(AZStd::vector<uint16_t>& indices)
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{
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enum Types
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{
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IntType = 0,
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FloatType = 1,
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};
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MultiIndexedDataVector<int32_t, float> myVec;
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constexpr int32_t Count = 10;
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int32_t startInt = 10;
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float startFloat = 2.0f;
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// Create some initial values
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for (uint32_t i = 0; i < Count; ++i)
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{
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uint16_t index = myVec.GetFreeSlotIndex();
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indices.push_back(index);
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myVec.GetData<IntType>(index) = startInt;
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myVec.GetData<FloatType>(index) = startFloat;
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startInt += 1;
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startFloat += 1.0f;
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}
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return myVec;
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}
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void CheckIndexedData(MultiIndexedDataVector<int32_t, float>& data, AZStd::vector<uint16_t>& indices)
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{
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enum Types
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{
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IntType = 0,
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FloatType = 1,
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};
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// For each index, get its data and make sure GetIndexForData returns the same
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// index used to retrieve the data
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for (uint32_t i = 0; i < data.GetDataCount(); ++i)
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{
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int32_t& intData = data.GetData<IntType>(indices.at(i));
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uint16_t indexForData = data.GetIndexForData<IntType>(&intData);
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EXPECT_EQ(indices.at(i), indexForData);
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float& floatData = data.GetData<FloatType>(indices.at(i));
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indexForData = data.GetIndexForData<FloatType>(&floatData);
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EXPECT_EQ(indices.at(i), indexForData);
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}
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}
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TEST_F(IndexedDataVectorTests, GetIndexForDataSimple)
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{
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AZStd::vector<uint16_t> indices;
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MultiIndexedDataVector<int32_t, float> myVec = CreateTestVector(indices);
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CheckIndexedData(myVec, indices);
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}
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TEST_F(IndexedDataVectorTests, GetIndexForDataComplex)
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{
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enum Types
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{
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IntType = 0,
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FloatType = 1,
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};
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AZStd::vector<uint16_t> indices;
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MultiIndexedDataVector<int32_t, float> myVec = CreateTestVector(indices);
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// remove every other value to shuffle the data around
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for (uint32_t i = 0; i < myVec.GetDataCount(); i += 2)
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{
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myVec.RemoveIndex(indices.at(i));
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}
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int32_t startInt = 100;
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float startFloat = 20.0f;
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// Add some data back in
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const size_t count = myVec.GetDataCount();
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for (uint32_t i = 0; i < count; i += 2)
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{
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uint16_t index = myVec.GetFreeSlotIndex();
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indices.at(i) = index;
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myVec.GetData<IntType>(index) = startInt;
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myVec.GetData<FloatType>(index) = startFloat;
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startInt += 1;
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startFloat += 1.0f;
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}
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CheckIndexedData(myVec, indices);
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}
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TEST_F(IndexedDataVectorTests, ForEach)
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{
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enum Types
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{
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IntType = 0,
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FloatType = 1,
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};
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MultiIndexedDataVector<int32_t, float> myVec;
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constexpr int32_t Count = 10;
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int32_t startInt = 10;
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float startFloat = 2.0f;
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AZStd::vector<uint16_t> indices;
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AZStd::set<int32_t> intValues;
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AZStd::set<float> floatValues;
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// Create some initial values
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for (uint32_t i = 0; i < Count; ++i)
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{
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uint16_t index = myVec.GetFreeSlotIndex();
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indices.push_back(index);
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myVec.GetData<IntType>(index) = startInt;
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myVec.GetData<FloatType>(index) = startFloat;
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intValues.insert(startInt);
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floatValues.insert(startFloat);
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startInt += 1;
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startFloat += 1.0f;
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}
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uint32_t visitCount = 0;
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myVec.ForEach<IntType>([&](int32_t value) -> bool
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{
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intValues.erase(value);
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++visitCount;
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return true; // keep iterating
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});
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// All ints should have been visited and found in the set
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EXPECT_EQ(visitCount, Count);
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EXPECT_EQ(intValues.size(), 0);
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visitCount = 0;
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myVec.ForEach<FloatType>([&](float value) -> bool
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{
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floatValues.erase(value);
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++visitCount;
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return true; // keep iterating
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});
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// All floats should have been visited and found in the set
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EXPECT_EQ(visitCount, Count);
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EXPECT_EQ(floatValues.size(), 0);
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visitCount = 0;
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myVec.ForEach<IntType>([&]([[maybe_unused]] int32_t value) -> bool
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{
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++visitCount;
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return false; // stop iterating
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});
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// Since false is immediately returned, only one element should have been visited.
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EXPECT_EQ(visitCount, 1);
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}
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}
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