perf: add reproducible sprite benchmarks
Co-authored-by: codegirl007 <s.raide@gmail.com>
This commit is contained in:
@@ -0,0 +1,168 @@
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package main
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import "core:fmt"
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import eng "pkg:engine"
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import sdl "vendor:sdl3"
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PERF_SPRITES :: #config(PERF_SPRITES, 128)
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PERF_FRAMES :: #config(PERF_FRAMES, 400)
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PERF_WARMUP_FRAMES :: #config(PERF_WARMUP_FRAMES, 100)
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PERF_TRIALS :: #config(PERF_TRIALS, 10)
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PERF_SCENARIO :: #config(PERF_SCENARIO, 0)
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WINDOW_WIDTH :: 800
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WINDOW_HEIGHT :: 600
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Scenario :: enum {
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Visible,
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Half_Offscreen,
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Alternating_Textures,
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}
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@(private)
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median :: proc(values: []f64) -> f64 {
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for i in 1 ..< len(values) {
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value := values[i]
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j := i
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for j > 0 {
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if values[j - 1] <= value do break
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values[j] = values[j - 1]
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j -= 1
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}
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values[j] = value
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}
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middle := len(values) / 2
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if len(values) & 1 == 1 do return values[middle]
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return (values[middle - 1] + values[middle]) / 2
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}
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@(private)
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scenario_name :: proc(scenario: Scenario) -> string {
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switch scenario {
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case .Visible:
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return "visible"
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case .Half_Offscreen:
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return "half_offscreen"
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case .Alternating_Textures:
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return "alternating_textures"
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}
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return "unknown"
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}
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@(private)
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present_mode_name :: proc(app: ^eng.App) -> string {
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if sdl.WindowSupportsGPUPresentMode(app.device, app.window, .IMMEDIATE) {
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return "immediate"
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}
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if sdl.WindowSupportsGPUPresentMode(app.device, app.window, .MAILBOX) {
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return "mailbox"
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}
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return "vsync"
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}
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@(private)
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draw_frame :: proc(app: ^eng.App, sprites: []eng.Sprite) {
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for &sprite in sprites {
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eng.update_sprite(&sprite, 1.0 / 60.0)
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}
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eng.begin_frame(app)
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for &sprite in sprites {
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eng.draw_sprite(app, &sprite)
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}
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eng.end_frame(app)
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}
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main :: proc() {
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#assert(PERF_SPRITES > 0)
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#assert(PERF_SPRITES <= eng.MAX_SPRITES)
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#assert(PERF_FRAMES > 0)
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#assert(PERF_WARMUP_FRAMES > 0)
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#assert(PERF_TRIALS > 0)
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#assert(PERF_SCENARIO >= 0 && PERF_SCENARIO <= 2)
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scenario := Scenario(PERF_SCENARIO)
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app: eng.App
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if !eng.init(&app, "sprite frame benchmark", WINDOW_WIDTH, WINDOW_HEIGHT) {
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return
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}
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defer eng.shutdown(&app)
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path := "assets_baked/characters/toad/toad.char.json"
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data_a, ok := eng.load_character_data(&app, path)
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if !ok do return
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defer eng.destroy_character_data(&app, &data_a)
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data_b: eng.Character_Data
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data_b, ok = eng.load_character_data(&app, path)
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if !ok do return
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defer eng.destroy_character_data(&app, &data_b)
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sprites: [PERF_SPRITES]eng.Sprite
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for i in 0 ..< PERF_SPRITES {
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data := &data_a
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if scenario == .Alternating_Textures && (i & 1) == 1 {
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data = &data_b
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}
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position := eng.Vec2 {
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f32(40 + (i % 16) * 48),
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f32(120 + (i / 16) * 60),
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}
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if scenario == .Half_Offscreen && (i & 1) == 1 {
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position = {-10_000, -10_000}
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}
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sprites[i] = eng.spawn_sprite(data, position, "walk", i % 17)
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}
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for _ in 0 ..< PERF_WARMUP_FRAMES {
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draw_frame(&app, sprites[:])
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}
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if !sdl.WaitForGPUIdle(app.device) {
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fmt.eprintfln("GPU wait failed after warm-up: %s", sdl.GetError())
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return
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}
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fmt.printfln(
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"benchmark=sprite_frame scenario=%s sprites=%d resolution=%dx%d frames=%d warmup=%d trials=%d backend=%v driver=%s present=%s",
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scenario_name(scenario),
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PERF_SPRITES,
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WINDOW_WIDTH,
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WINDOW_HEIGHT,
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PERF_FRAMES,
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PERF_WARMUP_FRAMES,
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PERF_TRIALS,
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app.shader.backend,
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sdl.GetGPUDeviceDriver(app.device),
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present_mode_name(&app),
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)
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samples: [PERF_TRIALS]f64
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for trial in 0 ..< PERF_TRIALS {
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start := sdl.GetTicksNS()
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for _ in 0 ..< PERF_FRAMES {
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draw_frame(&app, sprites[:])
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}
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if !sdl.WaitForGPUIdle(app.device) {
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fmt.eprintfln("GPU wait failed after trial %d: %s", trial + 1, sdl.GetError())
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return
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}
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elapsed := sdl.GetTicksNS() - start
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samples[trial] = f64(elapsed) / f64(PERF_FRAMES) / 1_000_000.0
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fmt.printfln(
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"trial=%d ms_per_frame=%.3f fps=%.1f",
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trial + 1,
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samples[trial],
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1_000.0 / samples[trial],
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)
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}
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median_ms := median(samples[:])
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fmt.printfln(
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"median_ms_per_frame=%.3f median_fps=%.1f",
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median_ms,
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1_000.0 / median_ms,
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)
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}
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