Compare commits
17
Commits
| Author | SHA1 | Date | |
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98f56833a0 | ||
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3cc4797a72 | ||
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f295aedf04 | ||
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ba0b25980c | ||
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71c76f180e | ||
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00ba400d15 | ||
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c97a17f85b | ||
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a24f547709 | ||
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9df98ef73d | ||
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f65b0354df | ||
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cc196afd2e | ||
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8d9faaaee0 | ||
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41fb0a3d5a | ||
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dcf5ea29b0 | ||
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70784b0f1b | ||
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fb63ee21f4 | ||
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deef204bd3 |
@@ -1,7 +1,7 @@
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.PHONY: shaders-vulkan shaders-d3d12 shaders-metal shaders-all bake toad hello_sprite crowd camera_sandbox clips check test help
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.PHONY: shaders-vulkan shaders-d3d12 shaders-metal shaders-all bake toad hello_sprite crowd crowd_batch crowd_overdraw clip_thrash camera_sandbox clips check test help
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.PHONY: flame flame-build flame-record flame-svg flame-report flame-tools
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# Flamegraph profiling (needs: pacman -S perf). Example: make flame or make flame FLAME_EXAMPLE=toad
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# Flamegraph profiling (needs: pacman -S perf). Example: make flame or make flame FLAME_EXAMPLE=crowd_batch
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FLAME_EXAMPLE ?= crowd
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FLAME_BIN := $(FLAME_EXAMPLE)_perf
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FLAMEGRAPH_DIR ?= tools/FlameGraph
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@@ -24,6 +24,9 @@ help:
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@echo " toad Run the toad example (full demo)"
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@echo " hello_sprite Minimal load + draw"
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@echo " crowd Many sprites, one Character_Data"
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@echo " crowd_batch Multi-texture batching stress (two toad loads)"
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@echo " crowd_overdraw Stacked sprites overdraw stress"
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@echo " clip_thrash Per-frame idle/walk clip flip stress"
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@echo " camera_sandbox Pan camera / Space toggles follow"
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@echo " clips Keys 1/2 switch idle/walk"
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@echo " flame Build+record+SVG+JPG+text report (FLAME_EXAMPLE=$(FLAME_EXAMPLE))"
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@@ -54,6 +57,9 @@ check:
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odin check examples/toad -collection:pkg=.
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odin check examples/hello_sprite -collection:pkg=.
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odin check examples/crowd -collection:pkg=.
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odin check examples/crowd_batch -collection:pkg=.
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odin check examples/crowd_overdraw -collection:pkg=.
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odin check examples/clip_thrash -collection:pkg=.
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odin check examples/camera_sandbox -collection:pkg=.
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odin check examples/clips -collection:pkg=.
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@@ -66,6 +72,15 @@ hello_sprite:
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crowd:
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odin run examples/crowd -collection:pkg=.
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crowd_batch:
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odin run examples/crowd_batch -collection:pkg=.
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crowd_overdraw:
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odin run examples/crowd_overdraw -collection:pkg=.
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clip_thrash:
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odin run examples/clip_thrash -collection:pkg=.
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camera_sandbox:
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odin run examples/camera_sandbox -collection:pkg=.
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@@ -118,6 +118,63 @@ set_sprite_clip_switch_and_guards :: proc(t: ^testing.T) {
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testing.expect_value(t, sprite.time, f32(0.09))
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}
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@(test)
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set_sprite_clip_caches_clip_def :: proc(t: ^testing.T) {
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data := make_test_character()
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defer destroy_test_character(&data)
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sprite := spawn_sprite(&data, {}, "idle", 0)
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testing.expect(t, sprite.has_clip, "spawn should cache a valid clip")
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testing.expect_value(t, sprite.clip, "idle")
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testing.expect(t, sprite.clip_def.loop, "idle clip loops")
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testing.expect_value(t, sprite.clip_def.fps, f32(10))
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testing.expect_value(t, len(sprite.clip_def.frames), 3)
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set_sprite_clip(&sprite, "once")
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testing.expect(t, sprite.has_clip, "switch should refresh cache")
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testing.expect_value(t, sprite.clip, "once")
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testing.expect(t, !sprite.clip_def.loop, "once clip does not loop")
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testing.expect_value(t, sprite.clip_def.fps, f32(10))
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testing.expect_value(t, len(sprite.clip_def.frames), 3)
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set_sprite_clip(&sprite, "nope")
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testing.expect(t, sprite.has_clip, "bad clip must leave cache intact")
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testing.expect_value(t, sprite.clip, "once")
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testing.expect(t, !sprite.clip_def.loop, "cached once clip preserved")
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testing.expect_value(t, len(sprite.clip_def.frames), 3)
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}
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@(test)
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set_sprite_clip_def_applies_and_guards :: proc(t: ^testing.T) {
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data := make_test_character()
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defer destroy_test_character(&data)
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sprite := spawn_sprite(&data, {}, "idle", 0)
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sprite.frame = 2
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sprite.time = 0.05
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once := data.def.clips["once"]
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set_sprite_clip_def(&sprite, "once", once)
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testing.expect_value(t, sprite.clip, "once")
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testing.expect(t, sprite.has_clip, "def apply should mark clip present")
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testing.expect_value(t, sprite.frame, 0)
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testing.expect_value(t, sprite.time, f32(0))
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testing.expect(t, !sprite.clip_def.loop, "once clip does not loop")
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testing.expect_value(t, len(sprite.clip_def.frames), 3)
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sprite.frame = 1
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sprite.time = 0.09
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set_sprite_clip_def(&sprite, "once", once)
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testing.expect_value(t, sprite.frame, 1)
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testing.expect_value(t, sprite.time, f32(0.09))
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set_sprite_clip_def(&sprite, "empty", Clip_Def{loop = true, fps = 10, frames = nil})
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testing.expect_value(t, sprite.clip, "once")
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testing.expect_value(t, sprite.frame, 1)
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set_sprite_clip_def(nil, "once", once)
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}
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@(test)
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spawn_sprite_valid_and_invalid :: proc(t: ^testing.T) {
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data := make_test_character()
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+72
-13
@@ -504,19 +504,78 @@ group_texture_runs :: proc(list: []Queued_Sprite) {
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end += 1
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}
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// Stable insertion sort is sufficient while MAX_SPRITES is 128.
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for i in start + 1 ..< end {
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item := list[i]
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j := i
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for j > start {
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if uintptr(list[j - 1].texture) <= uintptr(item.texture) {
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break
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}
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list[j] = list[j - 1]
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j -= 1
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}
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list[j] = item
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}
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stable_group_by_texture(list[start:end])
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start = end
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}
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}
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// Stably orders window by texture pointer. Fast path for 1–2 textures
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// (common); insertion sort for 3+.
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stable_group_by_texture :: proc(window: []Queued_Sprite) {
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n := len(window)
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if n <= 1 do return
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already := true
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for i in 1 ..< n {
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if uintptr(window[i].texture) < uintptr(window[i - 1].texture) {
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already = false
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break
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}
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}
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if already do return
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first := uintptr(window[0].texture)
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second: uintptr
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has_second := false
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third := false
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for i in 1 ..< n {
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t := uintptr(window[i].texture)
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if t == first do continue
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if !has_second {
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second = t
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has_second = true
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continue
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}
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if t != second {
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third = true
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break
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}
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}
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if !has_second do return
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if third {
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for i in 1 ..< n {
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item := window[i]
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j := i
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for j > 0 {
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if uintptr(window[j - 1].texture) <= uintptr(item.texture) {
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break
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}
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window[j] = window[j - 1]
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j -= 1
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}
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window[j] = item
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}
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return
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}
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lo, hi := first, second
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if lo > hi do lo, hi = hi, lo
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tmp: [MAX_SPRITES]Queued_Sprite
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w := 0
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for q in window {
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if uintptr(q.texture) == lo {
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tmp[w] = q
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w += 1
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}
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}
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for q in window {
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if uintptr(q.texture) == hi {
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tmp[w] = q
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w += 1
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}
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}
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copy(window, tmp[:w])
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}
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@@ -190,6 +190,51 @@ group_texture_runs_already_optimal :: proc(t: ^testing.T) {
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testing.expect_value(t, marker_of(list[3]), f32(40))
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}
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@(test)
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group_texture_runs_alternating_many_stable :: proc(t: ^testing.T) {
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// Characterization: large alternating group must collapse to two runs
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// while preserving same-texture submission order (markers).
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N :: 64
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list := make([]Queued_Sprite, N)
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defer delete(list)
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for i in 0 ..< N {
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tex: uintptr = 2 if (i % 2) == 0 else 1
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list[i] = queued(tex, 1, f32(i + 1))
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}
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testing.expect_value(t, texture_run_count(list), N)
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group_texture_runs(list)
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testing.expect_value(t, texture_run_count(list), 2)
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testing.expect(t, list[0].texture == fake_tex(1))
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testing.expect(t, list[N / 2 - 1].texture == fake_tex(1))
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testing.expect(t, list[N / 2].texture == fake_tex(2))
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testing.expect(t, list[N - 1].texture == fake_tex(2))
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for i in 0 ..< N / 2 {
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testing.expect_value(t, marker_of(list[i]), f32(2 * i + 2)) // odd markers: 2,4,...,N
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testing.expect_value(t, marker_of(list[N / 2 + i]), f32(2 * i + 1)) // even markers: 1,3,...,N-1
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}
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}
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@(test)
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group_texture_runs_three_textures_stable :: proc(t: ^testing.T) {
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list := []Queued_Sprite {
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queued(3, 1, 1),
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queued(1, 1, 2),
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queued(2, 1, 3),
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queued(3, 1, 4),
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queued(1, 1, 5),
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queued(2, 1, 6),
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}
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testing.expect_value(t, texture_run_count(list), 6)
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group_texture_runs(list)
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testing.expect_value(t, texture_run_count(list), 3)
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testing.expect_value(t, marker_of(list[0]), f32(2))
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testing.expect_value(t, marker_of(list[1]), f32(5))
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testing.expect_value(t, marker_of(list[2]), f32(3))
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testing.expect_value(t, marker_of(list[3]), f32(6))
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testing.expect_value(t, marker_of(list[4]), f32(1))
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testing.expect_value(t, marker_of(list[5]), f32(4))
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}
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@(test)
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group_texture_runs_noncontiguous_same_group_id :: proc(t: ^testing.T) {
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// Same nonzero id split by group 0: each window regroups alone.
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@@ -280,6 +325,24 @@ draw_sprite_stamps_batch_group_zero :: proc(t: ^testing.T) {
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testing.expect(t, app.draw_list[0].texture == data.texture)
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}
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@(test)
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draw_sprite_at_max_sprites_does_not_append :: proc(t: ^testing.T) {
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app := make_test_draw_app()
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defer destroy_test_draw_app(&app)
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data := make_test_draw_character()
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defer destroy_test_draw_character(&data)
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for _ in 0 ..< MAX_SPRITES {
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append(&app.draw_list, Queued_Sprite{texture = data.texture})
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}
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testing.expect_value(t, len(app.draw_list), MAX_SPRITES)
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sprite := spawn_sprite(&data, {100, 200}, "idle", 0)
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draw_sprite(&app, &sprite)
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testing.expect_value(t, len(app.draw_list), MAX_SPRITES)
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}
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@(test)
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draw_sprite_batched_stamps_batch_group :: proc(t: ^testing.T) {
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app := make_test_draw_app()
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@@ -27,6 +27,15 @@ choose_shader_runtime_prefers_msl :: proc(t: ^testing.T) {
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testing.expect_value(t, rt.format, sdl.GPUShaderFormat{.MSL})
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}
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@(test)
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choose_shader_runtime_prefers_dxil_without_msl :: proc(t: ^testing.T) {
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rt, ok := choose_shader_runtime_from_formats({.DXIL, .SPIRV})
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testing.expect(t, ok, "should pick a runtime when DXIL is available")
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testing.expect_value(t, rt.backend, Shader_Backend.DSD12_DXIL)
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testing.expect_value(t, rt.shader_dir, "shaders/d3d12")
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testing.expect_value(t, rt.format, sdl.GPUShaderFormat{.DXIL})
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}
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@(test)
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choose_shader_runtime_spirv_only :: proc(t: ^testing.T) {
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rt, ok := choose_shader_runtime_from_formats({.SPIRV})
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+37
-23
@@ -5,12 +5,14 @@ import sdl "vendor:sdl3"
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Vec2 :: [2]f32
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Sprite :: struct {
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data: ^Character_Data,
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position: Vec2,
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clip: string,
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frame: int,
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time: f32,
|
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flip_x: bool,
|
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data: ^Character_Data,
|
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position: Vec2,
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clip: string,
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clip_def: Clip_Def,
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has_clip: bool,
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frame: int,
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time: f32,
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flip_x: bool,
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}
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|
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spawn_sprite :: proc(
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@@ -24,16 +26,14 @@ spawn_sprite :: proc(
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position = position,
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}
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set_sprite_clip(&sprite, clip)
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if frame != 0 {
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c, ok := character_clip(sprite.data, sprite.clip)
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if ok {
|
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if frame < 0 {
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sprite.frame = 0
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} else if frame >= len(c.frames) {
|
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sprite.frame = len(c.frames) - 1
|
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} else {
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sprite.frame = frame
|
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}
|
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if frame != 0 && sprite.has_clip {
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c := sprite.clip_def
|
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if frame < 0 {
|
||||
sprite.frame = 0
|
||||
} else if frame >= len(c.frames) {
|
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sprite.frame = len(c.frames) - 1
|
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} else {
|
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sprite.frame = frame
|
||||
}
|
||||
}
|
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return sprite
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@@ -42,9 +42,9 @@ spawn_sprite :: proc(
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update_sprite :: proc(sprite: ^Sprite, dt: f32) {
|
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if sprite == nil || sprite.data == nil do return
|
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if dt <= 0 do return
|
||||
if !sprite.has_clip do return
|
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|
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clip, ok := character_clip(sprite.data, sprite.clip)
|
||||
if !ok do return
|
||||
clip := sprite.clip_def
|
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|
||||
frame_count := len(clip.frames)
|
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if frame_count <= 0 do return
|
||||
@@ -116,12 +116,13 @@ draw_sprite_batched :: proc(app: ^App, sprite: ^Sprite, batch_group: u32) {
|
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if len(app.draw_list) >= MAX_SPRITES {
|
||||
return
|
||||
}
|
||||
|
||||
frame, ok := character_frame(sprite.data, sprite.clip, sprite.frame)
|
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if !ok {
|
||||
if !sprite.has_clip do return
|
||||
if sprite.frame < 0 || sprite.frame >= len(sprite.clip_def.frames) {
|
||||
return
|
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}
|
||||
|
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frame := sprite.clip_def.frames[sprite.frame]
|
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|
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src_w := f32(frame.source_size[0])
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src_h := f32(frame.source_size[1])
|
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if src_w <= 0 do src_w = f32(frame.rect[2])
|
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@@ -177,12 +178,25 @@ draw_sprite_batched :: proc(app: ^App, sprite: ^Sprite, batch_group: u32) {
|
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set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
|
||||
if sprite == nil || sprite.data == nil do return
|
||||
|
||||
if sprite.clip == clip do return
|
||||
if sprite.clip == clip && sprite.has_clip do return
|
||||
|
||||
_, ok := character_clip(sprite.data, clip)
|
||||
def, ok := character_clip(sprite.data, clip)
|
||||
if !ok do return
|
||||
|
||||
set_sprite_clip_def(sprite, clip, def)
|
||||
}
|
||||
|
||||
// Applies a pre-resolved clip without looking up the character clip map.
|
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// Use when callers already hold Clip_Def (e.g. thrashing between known clips).
|
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set_sprite_clip_def :: proc(sprite: ^Sprite, clip: string, def: Clip_Def) {
|
||||
if sprite == nil do return
|
||||
if len(def.frames) == 0 do return
|
||||
|
||||
if sprite.clip == clip && sprite.has_clip do return
|
||||
|
||||
sprite.clip = clip
|
||||
sprite.clip_def = def
|
||||
sprite.has_clip = true
|
||||
sprite.frame = 0
|
||||
sprite.time = 0
|
||||
}
|
||||
|
||||
@@ -0,0 +1,80 @@
|
||||
package main
|
||||
|
||||
import "core:fmt"
|
||||
import eng "pkg:engine"
|
||||
|
||||
// Clip thrash: flip every sprite between idle/walk each frame via set_sprite_clip_def.
|
||||
COUNT :: eng.MAX_SPRITES
|
||||
COLS :: 16
|
||||
FRAME_LOG_EVERY :: 60
|
||||
|
||||
main :: proc() {
|
||||
app: eng.App
|
||||
if !eng.init(&app, "clip_thrash", 800, 600) do return
|
||||
defer eng.shutdown(&app)
|
||||
|
||||
data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
|
||||
if !ok do return
|
||||
defer eng.destroy_character_data(&app, &data)
|
||||
|
||||
idle_def, idle_ok := eng.character_clip(&data, "idle")
|
||||
walk_def, walk_ok := eng.character_clip(&data, "walk")
|
||||
if !idle_ok || !walk_ok do return
|
||||
|
||||
sprites: [COUNT]eng.Sprite
|
||||
for i in 0 ..< COUNT {
|
||||
col := i % COLS
|
||||
row := i / COLS
|
||||
pos := eng.Vec2 {
|
||||
f32(40 + col * 48),
|
||||
f32(80 + row * 60),
|
||||
}
|
||||
sprites[i] = eng.spawn_sprite(&data, pos, "idle", i % 5)
|
||||
}
|
||||
|
||||
app.camera.position = {400, 400}
|
||||
|
||||
last := eng.now_seconds()
|
||||
frame_i := 0
|
||||
sum_ms: f64
|
||||
peak_ms: f64
|
||||
use_walk := false
|
||||
|
||||
for eng.events() {
|
||||
now := eng.now_seconds()
|
||||
dt := f32(now - last)
|
||||
last = now
|
||||
frame_ms := f64(dt) * 1000.0
|
||||
sum_ms += frame_ms
|
||||
if frame_ms > peak_ms do peak_ms = frame_ms
|
||||
frame_i += 1
|
||||
|
||||
if frame_i % FRAME_LOG_EVERY == 0 {
|
||||
avg := sum_ms / f64(FRAME_LOG_EVERY)
|
||||
fps := 1000.0 / avg if avg > 0 else 0
|
||||
fmt.printfln(
|
||||
"clip_thrash frame: avg=%.2f ms (%.1f FPS) peak=%.2f ms over %d frames",
|
||||
avg,
|
||||
fps,
|
||||
peak_ms,
|
||||
FRAME_LOG_EVERY,
|
||||
)
|
||||
sum_ms = 0
|
||||
peak_ms = 0
|
||||
}
|
||||
|
||||
clip := "walk" if use_walk else "idle"
|
||||
def := walk_def if use_walk else idle_def
|
||||
use_walk = !use_walk
|
||||
for &s in sprites {
|
||||
eng.set_sprite_clip_def(&s, clip, def)
|
||||
eng.update_sprite(&s, dt)
|
||||
}
|
||||
|
||||
eng.begin_frame(&app)
|
||||
for &s in sprites {
|
||||
eng.draw_sprite(&app, &s)
|
||||
}
|
||||
eng.end_frame(&app)
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,12 @@
|
||||
package main
|
||||
|
||||
import "core:fmt"
|
||||
import eng "pkg:engine"
|
||||
|
||||
// Many sprites sharing one Character_Data (Flyweight) — good batching demo.
|
||||
COUNT :: 24
|
||||
COUNT :: eng.MAX_SPRITES
|
||||
COLS :: 16
|
||||
FRAME_LOG_EVERY :: 60
|
||||
|
||||
main :: proc() {
|
||||
app: eng.App
|
||||
@@ -16,25 +19,45 @@ main :: proc() {
|
||||
|
||||
sprites: [COUNT]eng.Sprite
|
||||
for i in 0 ..< COUNT {
|
||||
col := i % 8
|
||||
row := i / 8
|
||||
col := i % COLS
|
||||
row := i / COLS
|
||||
pos := eng.Vec2 {
|
||||
f32(120 + col * 80),
|
||||
f32(280 + row * 120),
|
||||
f32(40 + col * 48),
|
||||
f32(80 + row * 60),
|
||||
}
|
||||
clip := "idle" if (i % 2) == 0 else "walk"
|
||||
sprites[i] = eng.spawn_sprite(&data, pos, clip, i % 5)
|
||||
}
|
||||
|
||||
// Look at the middle of the grid
|
||||
app.camera.position = {400, 400}
|
||||
|
||||
last := eng.now_seconds()
|
||||
frame_i := 0
|
||||
sum_ms: f64
|
||||
peak_ms: f64
|
||||
|
||||
for eng.events() {
|
||||
now := eng.now_seconds()
|
||||
dt := f32(now - last)
|
||||
last = now
|
||||
frame_ms := f64(dt) * 1000.0
|
||||
sum_ms += frame_ms
|
||||
if frame_ms > peak_ms do peak_ms = frame_ms
|
||||
frame_i += 1
|
||||
|
||||
if frame_i % FRAME_LOG_EVERY == 0 {
|
||||
avg := sum_ms / f64(FRAME_LOG_EVERY)
|
||||
fps := 1000.0 / avg if avg > 0 else 0
|
||||
fmt.printfln(
|
||||
"crowd frame: avg=%.2f ms (%.1f FPS) peak=%.2f ms over %d frames",
|
||||
avg,
|
||||
fps,
|
||||
peak_ms,
|
||||
FRAME_LOG_EVERY,
|
||||
)
|
||||
sum_ms = 0
|
||||
peak_ms = 0
|
||||
}
|
||||
|
||||
for &s in sprites {
|
||||
eng.update_sprite(&s, dt)
|
||||
|
||||
@@ -0,0 +1,79 @@
|
||||
package main
|
||||
|
||||
import "core:fmt"
|
||||
import eng "pkg:engine"
|
||||
|
||||
// Multi-texture batching stress: two Character_Data (two GPU textures), alternating sprites.
|
||||
COUNT :: eng.MAX_SPRITES
|
||||
COLS :: 16
|
||||
FRAME_LOG_EVERY :: 60
|
||||
BATCH_GROUP :: u32(1)
|
||||
TOAD_JSON :: "assets_baked/characters/toad/toad.char.json"
|
||||
|
||||
main :: proc() {
|
||||
app: eng.App
|
||||
if !eng.init(&app, "crowd_batch", 800, 600) do return
|
||||
defer eng.shutdown(&app)
|
||||
|
||||
data_a, ok_a := eng.load_character_data(&app, TOAD_JSON)
|
||||
if !ok_a do return
|
||||
defer eng.destroy_character_data(&app, &data_a)
|
||||
|
||||
data_b, ok_b := eng.load_character_data(&app, TOAD_JSON)
|
||||
if !ok_b do return
|
||||
defer eng.destroy_character_data(&app, &data_b)
|
||||
|
||||
sprites: [COUNT]eng.Sprite
|
||||
for i in 0 ..< COUNT {
|
||||
col := i % COLS
|
||||
row := i / COLS
|
||||
pos := eng.Vec2 {
|
||||
f32(40 + col * 48),
|
||||
f32(80 + row * 60),
|
||||
}
|
||||
clip := "idle" if (i % 2) == 0 else "walk"
|
||||
data := &data_a if (i % 2) == 0 else &data_b
|
||||
sprites[i] = eng.spawn_sprite(data, pos, clip, i % 5)
|
||||
}
|
||||
|
||||
app.camera.position = {400, 400}
|
||||
|
||||
last := eng.now_seconds()
|
||||
frame_i := 0
|
||||
sum_ms: f64
|
||||
peak_ms: f64
|
||||
|
||||
for eng.events() {
|
||||
now := eng.now_seconds()
|
||||
dt := f32(now - last)
|
||||
last = now
|
||||
frame_ms := f64(dt) * 1000.0
|
||||
sum_ms += frame_ms
|
||||
if frame_ms > peak_ms do peak_ms = frame_ms
|
||||
frame_i += 1
|
||||
|
||||
if frame_i % FRAME_LOG_EVERY == 0 {
|
||||
avg := sum_ms / f64(FRAME_LOG_EVERY)
|
||||
fps := 1000.0 / avg if avg > 0 else 0
|
||||
fmt.printfln(
|
||||
"crowd_batch frame: avg=%.2f ms (%.1f FPS) peak=%.2f ms over %d frames",
|
||||
avg,
|
||||
fps,
|
||||
peak_ms,
|
||||
FRAME_LOG_EVERY,
|
||||
)
|
||||
sum_ms = 0
|
||||
peak_ms = 0
|
||||
}
|
||||
|
||||
for &s in sprites {
|
||||
eng.update_sprite(&s, dt)
|
||||
}
|
||||
|
||||
eng.begin_frame(&app)
|
||||
for &s in sprites {
|
||||
eng.draw_sprite_batched(&app, &s, BATCH_GROUP)
|
||||
}
|
||||
eng.end_frame(&app)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
package main
|
||||
|
||||
import "core:fmt"
|
||||
import eng "pkg:engine"
|
||||
|
||||
// GPU overdraw stress: MAX_SPRITES stacked near one world point.
|
||||
COUNT :: eng.MAX_SPRITES
|
||||
FRAME_LOG_EVERY :: 60
|
||||
|
||||
main :: proc() {
|
||||
app: eng.App
|
||||
if !eng.init(&app, "crowd_overdraw", 800, 600) do return
|
||||
defer eng.shutdown(&app)
|
||||
|
||||
data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
|
||||
if !ok do return
|
||||
defer eng.destroy_character_data(&app, &data)
|
||||
|
||||
center := eng.Vec2{400, 400}
|
||||
sprites: [COUNT]eng.Sprite
|
||||
for i in 0 ..< COUNT {
|
||||
jitter := eng.Vec2 {
|
||||
f32((i % 7) - 3),
|
||||
f32((i % 5) - 2),
|
||||
}
|
||||
clip := "idle" if (i % 2) == 0 else "walk"
|
||||
sprites[i] = eng.spawn_sprite(&data, center + jitter, clip, i % 5)
|
||||
}
|
||||
|
||||
app.camera.position = {400, 400}
|
||||
|
||||
last := eng.now_seconds()
|
||||
frame_i := 0
|
||||
sum_ms: f64
|
||||
peak_ms: f64
|
||||
|
||||
for eng.events() {
|
||||
now := eng.now_seconds()
|
||||
dt := f32(now - last)
|
||||
last = now
|
||||
frame_ms := f64(dt) * 1000.0
|
||||
sum_ms += frame_ms
|
||||
if frame_ms > peak_ms do peak_ms = frame_ms
|
||||
frame_i += 1
|
||||
|
||||
if frame_i % FRAME_LOG_EVERY == 0 {
|
||||
avg := sum_ms / f64(FRAME_LOG_EVERY)
|
||||
fps := 1000.0 / avg if avg > 0 else 0
|
||||
fmt.printfln(
|
||||
"crowd_overdraw frame: avg=%.2f ms (%.1f FPS) peak=%.2f ms over %d frames",
|
||||
avg,
|
||||
fps,
|
||||
peak_ms,
|
||||
FRAME_LOG_EVERY,
|
||||
)
|
||||
sum_ms = 0
|
||||
peak_ms = 0
|
||||
}
|
||||
|
||||
for &s in sprites {
|
||||
eng.update_sprite(&s, dt)
|
||||
}
|
||||
|
||||
eng.begin_frame(&app)
|
||||
for &s in sprites {
|
||||
eng.draw_sprite(&app, &s)
|
||||
}
|
||||
eng.end_frame(&app)
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user