perf: add reproducible sprite benchmarks

Co-authored-by: codegirl007 <s.raide@gmail.com>
This commit is contained in:
Cursor Agent
2026-08-09 08:26:59 +00:00
co-authored by codegirl007
parent 7a04cdaa8b
commit 5e4758ce16
3 changed files with 297 additions and 0 deletions
+27
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@@ -1,5 +1,6 @@
.PHONY: shaders-vulkan shaders-d3d12 shaders-metal shaders-all bake toad hello_sprite crowd camera_sandbox clips check test help .PHONY: shaders-vulkan shaders-d3d12 shaders-metal shaders-all bake toad hello_sprite crowd camera_sandbox clips check test help
.PHONY: flame flame-build flame-record flame-svg flame-report flame-tools .PHONY: flame flame-build flame-record flame-svg flame-report flame-tools
.PHONY: perf-draw perf-frame
# Flamegraph profiling (needs: pacman -S perf). Example: make flame or make flame FLAME_EXAMPLE=toad # Flamegraph profiling (needs: pacman -S perf). Example: make flame or make flame FLAME_EXAMPLE=toad
FLAME_EXAMPLE ?= crowd FLAME_EXAMPLE ?= crowd
@@ -12,6 +13,16 @@ FLAME_STAMP := $(shell date +%Y%m%d-%H%M%S)
endif endif
FLAME_PREFIX := $(FLAME_OUT_DIR)/$(FLAME_EXAMPLE)-$(FLAME_STAMP) FLAME_PREFIX := $(FLAME_OUT_DIR)/$(FLAME_EXAMPLE)-$(FLAME_STAMP)
PERF_DRAW_ITERATIONS ?= 2000000
PERF_DRAW_WARMUP ?= 10000
PERF_DRAW_TRIALS ?= 7
PERF_FRAME_SPRITES ?= 128
PERF_FRAME_FRAMES ?= 400
PERF_FRAME_WARMUP ?= 100
PERF_FRAME_TRIALS ?= 10
# 0=visible, 1=half offscreen, 2=alternating textures
PERF_FRAME_SCENARIO ?= 0
help: help:
@echo "Targets:" @echo "Targets:"
@echo " bake Bake all characters under content/characters/" @echo " bake Bake all characters under content/characters/"
@@ -31,6 +42,8 @@ help:
@echo " flame-record perf record (play, then quit)" @echo " flame-record perf record (play, then quit)"
@echo " flame-svg Convert perf.data -> $(FLAME_PREFIX).svg/.jpg" @echo " flame-svg Convert perf.data -> $(FLAME_PREFIX).svg/.jpg"
@echo " flame-report Convert perf.data -> $(FLAME_PREFIX)-report.txt" @echo " flame-report Convert perf.data -> $(FLAME_PREFIX)-report.txt"
@echo " perf-draw Deterministic CPU draw benchmark"
@echo " perf-frame Deterministic SDL GPU frame benchmark (scenario 0/1/2)"
bake: bake:
./scripts/bake_all.sh ./scripts/bake_all.sh
@@ -57,6 +70,20 @@ check:
odin check examples/camera_sandbox -collection:pkg=. odin check examples/camera_sandbox -collection:pkg=.
odin check examples/clips -collection:pkg=. odin check examples/clips -collection:pkg=.
perf-draw:
odin run benchmarks/draw_sprite -collection:pkg=. -debug -o:speed \
-define:PERF_ITERATIONS=$(PERF_DRAW_ITERATIONS) \
-define:PERF_WARMUP=$(PERF_DRAW_WARMUP) \
-define:PERF_TRIALS=$(PERF_DRAW_TRIALS)
perf-frame:
odin run benchmarks/sprite_frame -collection:pkg=. -debug -o:speed \
-define:PERF_SPRITES=$(PERF_FRAME_SPRITES) \
-define:PERF_FRAMES=$(PERF_FRAME_FRAMES) \
-define:PERF_WARMUP_FRAMES=$(PERF_FRAME_WARMUP) \
-define:PERF_TRIALS=$(PERF_FRAME_TRIALS) \
-define:PERF_SCENARIO=$(PERF_FRAME_SCENARIO)
toad: toad:
odin run examples/toad -collection:pkg=. odin run examples/toad -collection:pkg=.
+102
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@@ -0,0 +1,102 @@
package main
import "core:fmt"
import "core:os"
import eng "pkg:engine"
import sdl "vendor:sdl3"
PERF_ITERATIONS :: #config(PERF_ITERATIONS, 2_000_000)
PERF_WARMUP :: #config(PERF_WARMUP, 10_000)
PERF_TRIALS :: #config(PERF_TRIALS, 7)
@(private)
median :: proc(values: []f64) -> f64 {
for i in 1 ..< len(values) {
value := values[i]
j := i
for j > 0 {
if values[j - 1] <= value do break
values[j] = values[j - 1]
j -= 1
}
values[j] = value
}
middle := len(values) / 2
if len(values) & 1 == 1 do return values[middle]
return (values[middle - 1] + values[middle]) / 2
}
@(private)
run_draws :: proc(app: ^eng.App, sprite: ^eng.Sprite, iterations: int) -> u64 {
clear(&app.draw_list)
start := sdl.GetTicksNS()
for i in 0 ..< iterations {
if len(app.draw_list) >= eng.MAX_SPRITES {
clear(&app.draw_list)
}
// Vary an input so optimized builds cannot hoist the draw calculations.
sprite.position.x = f32(i & 1023)
eng.draw_sprite(app, sprite)
}
return sdl.GetTicksNS() - start
}
main :: proc() {
#assert(PERF_ITERATIONS > 0)
#assert(PERF_WARMUP > 0)
#assert(PERF_TRIALS > 0)
file_data, err := os.read_entire_file(
"assets_baked/characters/toad/toad.char.json",
context.allocator,
)
if err != nil {
fmt.eprintfln("benchmark asset read failed: %v", err)
return
}
defer delete(file_data)
def, ok := eng.parse_char_def(file_data)
if !ok do return
data := eng.Character_Data {
def = def,
texture = cast(^sdl.GPUTexture)uintptr(1),
width = 1911,
height = 1526,
}
app := eng.App {
cmd = cast(^sdl.GPUCommandBuffer)uintptr(1),
swapchain_texture = cast(^sdl.GPUTexture)uintptr(2),
swapchain_w = 800,
swapchain_h = 600,
camera = eng.camera_default(),
draw_list = make(
[dynamic]eng.Queued_Sprite,
0,
eng.MAX_SPRITES,
),
}
defer delete(app.draw_list)
sprite := eng.spawn_sprite(&data, {400, 400}, "walk", 4)
_ = run_draws(&app, &sprite, PERF_WARMUP)
samples: [PERF_TRIALS]f64
fmt.printfln(
"benchmark=draw_sprite iterations=%d warmup=%d trials=%d sprites_per_queue=%d",
PERF_ITERATIONS,
PERF_WARMUP,
PERF_TRIALS,
eng.MAX_SPRITES,
)
for trial in 0 ..< PERF_TRIALS {
elapsed := run_draws(&app, &sprite, PERF_ITERATIONS)
samples[trial] = f64(elapsed) / f64(PERF_ITERATIONS)
fmt.printfln("trial=%d ns_per_draw=%.3f", trial + 1, samples[trial])
}
fmt.printfln("median_ns_per_draw=%.3f", median(samples[:]))
}
+168
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@@ -0,0 +1,168 @@
package main
import "core:fmt"
import eng "pkg:engine"
import sdl "vendor:sdl3"
PERF_SPRITES :: #config(PERF_SPRITES, 128)
PERF_FRAMES :: #config(PERF_FRAMES, 400)
PERF_WARMUP_FRAMES :: #config(PERF_WARMUP_FRAMES, 100)
PERF_TRIALS :: #config(PERF_TRIALS, 10)
PERF_SCENARIO :: #config(PERF_SCENARIO, 0)
WINDOW_WIDTH :: 800
WINDOW_HEIGHT :: 600
Scenario :: enum {
Visible,
Half_Offscreen,
Alternating_Textures,
}
@(private)
median :: proc(values: []f64) -> f64 {
for i in 1 ..< len(values) {
value := values[i]
j := i
for j > 0 {
if values[j - 1] <= value do break
values[j] = values[j - 1]
j -= 1
}
values[j] = value
}
middle := len(values) / 2
if len(values) & 1 == 1 do return values[middle]
return (values[middle - 1] + values[middle]) / 2
}
@(private)
scenario_name :: proc(scenario: Scenario) -> string {
switch scenario {
case .Visible:
return "visible"
case .Half_Offscreen:
return "half_offscreen"
case .Alternating_Textures:
return "alternating_textures"
}
return "unknown"
}
@(private)
present_mode_name :: proc(app: ^eng.App) -> string {
if sdl.WindowSupportsGPUPresentMode(app.device, app.window, .IMMEDIATE) {
return "immediate"
}
if sdl.WindowSupportsGPUPresentMode(app.device, app.window, .MAILBOX) {
return "mailbox"
}
return "vsync"
}
@(private)
draw_frame :: proc(app: ^eng.App, sprites: []eng.Sprite) {
for &sprite in sprites {
eng.update_sprite(&sprite, 1.0 / 60.0)
}
eng.begin_frame(app)
for &sprite in sprites {
eng.draw_sprite(app, &sprite)
}
eng.end_frame(app)
}
main :: proc() {
#assert(PERF_SPRITES > 0)
#assert(PERF_SPRITES <= eng.MAX_SPRITES)
#assert(PERF_FRAMES > 0)
#assert(PERF_WARMUP_FRAMES > 0)
#assert(PERF_TRIALS > 0)
#assert(PERF_SCENARIO >= 0 && PERF_SCENARIO <= 2)
scenario := Scenario(PERF_SCENARIO)
app: eng.App
if !eng.init(&app, "sprite frame benchmark", WINDOW_WIDTH, WINDOW_HEIGHT) {
return
}
defer eng.shutdown(&app)
path := "assets_baked/characters/toad/toad.char.json"
data_a, ok := eng.load_character_data(&app, path)
if !ok do return
defer eng.destroy_character_data(&app, &data_a)
data_b: eng.Character_Data
data_b, ok = eng.load_character_data(&app, path)
if !ok do return
defer eng.destroy_character_data(&app, &data_b)
sprites: [PERF_SPRITES]eng.Sprite
for i in 0 ..< PERF_SPRITES {
data := &data_a
if scenario == .Alternating_Textures && (i & 1) == 1 {
data = &data_b
}
position := eng.Vec2 {
f32(40 + (i % 16) * 48),
f32(120 + (i / 16) * 60),
}
if scenario == .Half_Offscreen && (i & 1) == 1 {
position = {-10_000, -10_000}
}
sprites[i] = eng.spawn_sprite(data, position, "walk", i % 17)
}
for _ in 0 ..< PERF_WARMUP_FRAMES {
draw_frame(&app, sprites[:])
}
if !sdl.WaitForGPUIdle(app.device) {
fmt.eprintfln("GPU wait failed after warm-up: %s", sdl.GetError())
return
}
fmt.printfln(
"benchmark=sprite_frame scenario=%s sprites=%d resolution=%dx%d frames=%d warmup=%d trials=%d backend=%v driver=%s present=%s",
scenario_name(scenario),
PERF_SPRITES,
WINDOW_WIDTH,
WINDOW_HEIGHT,
PERF_FRAMES,
PERF_WARMUP_FRAMES,
PERF_TRIALS,
app.shader.backend,
sdl.GetGPUDeviceDriver(app.device),
present_mode_name(&app),
)
samples: [PERF_TRIALS]f64
for trial in 0 ..< PERF_TRIALS {
start := sdl.GetTicksNS()
for _ in 0 ..< PERF_FRAMES {
draw_frame(&app, sprites[:])
}
if !sdl.WaitForGPUIdle(app.device) {
fmt.eprintfln("GPU wait failed after trial %d: %s", trial + 1, sdl.GetError())
return
}
elapsed := sdl.GetTicksNS() - start
samples[trial] = f64(elapsed) / f64(PERF_FRAMES) / 1_000_000.0
fmt.printfln(
"trial=%d ms_per_frame=%.3f fps=%.1f",
trial + 1,
samples[trial],
1_000.0 / samples[trial],
)
}
median_ms := median(samples[:])
fmt.printfln(
"median_ms_per_frame=%.3f median_fps=%.1f",
median_ms,
1_000.0 / median_ms,
)
}