void MakeTexture() { if (useSeed) { NoiseS3D.seed = seed; } if (noiseTex) { Destroy(noiseTex); } if (UseOctaves) { NoiseS3D.octaves = octaves; } else { NoiseS3D.octaves = 1; } noiseTex = NoiseS3D.GetNoiseRenderTexture(Screen.width, Screen.height, noiseOffset.x, noiseOffset.y, noiseScale); if (noiseTex) { noiseTex.filterMode = FilterMode.Point; noiseImage.texture = noiseTex; } }
// Use this for initialization void Start() { //tmpArrayTestTexture(); //return; int testCount = (int)(testRes.x * testRes.y); sw.Start(); for (int i = 0; i < iterations; i++) { for (int t = 0; t < testCount; t++) { float noiseValue = Mathf.PerlinNoise(i, t); } } sw.Stop(); Debug.Log("Unity 2D perlin noise: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls."); outputText.text += "Unity 2D perlin noise: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.\n"; sw.Reset(); sw.Start(); for (int i = 0; i < iterations; i++) { for (int t = 0; t < testCount; t++) { double noiseValue = NoiseS3D.Noise(i, t); } } sw.Stop(); Debug.Log("NoiseS3D 2D noise : " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls."); outputText.text += "NoiseS3D 2D noise: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.\n"; sw.Reset(); NoiseS3D.octaves = 1; sw.Start(); for (int i = 0; i < iterations; i++) { RenderTexture noiseTex = NoiseS3D.GetNoiseRenderTexture((int)testRes.x, (int)testRes.y); } sw.Stop(); Debug.Log("NoiseS3D 2D noise RenderTexture on GPU: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls."); outputText.text += "NoiseS3D 2D noise RenderTexture on GPU: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.\n"; sw.Reset(); NoiseS3D.octaves = 1; sw.Start(); for (int i = 0; i < iterations; i++) { Texture2D noiseTex = NoiseS3D.GetNoiseTexture((int)testRes.x, (int)testRes.y); } sw.Stop(); Debug.Log("NoiseS3D 2D noise Texture2D on GPU: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls."); outputText.text += "NoiseS3D 2D noise Texture2D on GPU: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.\n"; sw.Reset(); sw.Stop(); //create this data outside of the timer, otherwise its not fair comparision bc the other tests did not need to create data Vector2[] noiseData = new Vector2[testCount]; for (int t = 0; t < testCount; t++) { noiseData[t] = new Vector2(t, Random.Range(0, 100000)); } sw.Reset(); NoiseS3D.octaves = 1; sw.Start(); for (int i = 0; i < iterations; i++) { float[] outputNoise = NoiseS3D.NoiseArrayGPU(noiseData); } sw.Stop(); Debug.Log("NoiseS3D 2D noise array on GPU not including array creation: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls."); outputText.text += "NoiseS3D 2D noise array on GPU not including array creation: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.\n"; sw.Reset(); NoiseS3D.octaves = 1; sw.Start(); for (int i = 0; i < iterations; i++) { Vector2[] noiseOutput = new Vector2[testCount]; for (int t = 0; t < testCount; t++) { noiseOutput[t] = new Vector2(i, t); } float[] outputNoise = NoiseS3D.NoiseArrayGPU(noiseOutput); } sw.Stop(); Debug.Log("NoiseS3D 2D noise array on GPU including array creation: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls."); outputText.text += "NoiseS3D 2D noise array on GPU including array creation: " + sw.ElapsedMilliseconds / iterations + " Avg milliseconds to perform " + testCount + " noise calls.\n"; sw.Reset(); }