private (long mainTicks, long jobTicks) MainThreadPerformanceTest(AnimationCurve ac, int iterationCount)
        {
            System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();

            var jac = new JobAnimationCurve(ac, Allocator.Temp);

            float[] evaluated = new float[iterationCount];

            sw.Start();
            for (int i = 0; i < evaluated.Length; i++)
            {
                evaluated[i] = jac.Evaluate(i / (float)iterationCount);
            }
            sw.Stop();
            var jobTicks = sw.ElapsedTicks;

            sw.Reset();

            sw.Start();
            for (int i = 0; i < evaluated.Length; i++)
            {
                evaluated[i] = ac.Evaluate(i / (float)iterationCount);
            }
            sw.Stop();
            var mainTicks = sw.ElapsedTicks;


            jac.Dispose();

            return(mainTicks, jobTicks);
        }
        private (long mainTicks, long jobTicks) TestEvaluate(AnimationCurve ac, int iterationCount)
        {
            System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();

            var jac = new JobAnimationCurve(ac, Allocator.TempJob);

            NativeArray <float> evaluated    = new NativeArray <float>(iterationCount, Allocator.TempJob);
            NativeArray <float> jobEvaluated = new NativeArray <float>(iterationCount, Allocator.TempJob);
            var job = new CurveEvaluationJob
            {
                evaluated         = jobEvaluated,
                jobAnimationCurve = jac
            }.Schedule(iterationCount, testEvaluateBatchCount, default(JobHandle));

            sw.Start();
            for (int i = 0; i < evaluated.Length; i++)
            {
                evaluated[i] = ac.Evaluate(i / (float)iterationCount);
            }
            sw.Stop();
            var mainTicks = sw.ElapsedTicks;

            sw.Reset();

            sw.Start();
            job.Complete();
            sw.Stop();
            var jobTicks = sw.ElapsedTicks;

            for (int i = 0; i < evaluated.Length; i++)
            {
                //Within 0.00001f, it is a bit inaccurate.
                Assert.That(evaluated[i], Is.EqualTo(jobEvaluated[i]).Within(0.0001f),
                            $"At index {i} (time {i / (float)iterationCount}) there is a difference of Unity {evaluated[i]} and Job {jobEvaluated[i]} ({evaluated[i] - jobEvaluated[i]})");
            }

            evaluated.Dispose();
            jobEvaluated.Dispose();
            jac.Dispose();

            return(mainTicks, jobTicks);
        }
 public void Instantiation()
 {
     using (var jac = new JobAnimationCurve(RandomCurve(10), Allocator.TempJob)) { }
 }