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6 changed files with 288 additions and 2 deletions
+17 -2
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@@ -1,7 +1,7 @@
.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 crowd_batch crowd_overdraw clip_thrash camera_sandbox clips check test help
.PHONY: flame flame-build flame-record flame-svg flame-report flame-tools
# 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=crowd_batch
FLAME_EXAMPLE ?= crowd
FLAME_BIN := $(FLAME_EXAMPLE)_perf
FLAMEGRAPH_DIR ?= tools/FlameGraph
@@ -24,6 +24,9 @@ help:
@echo " toad Run the toad example (full demo)"
@echo " hello_sprite Minimal load + draw"
@echo " crowd Many sprites, one Character_Data"
@echo " crowd_batch Multi-texture batching stress (two toad loads)"
@echo " crowd_overdraw Stacked sprites overdraw stress"
@echo " clip_thrash Per-frame idle/walk clip flip stress"
@echo " camera_sandbox Pan camera / Space toggles follow"
@echo " clips Keys 1/2 switch idle/walk"
@echo " flame Build+record+SVG+JPG+text report (FLAME_EXAMPLE=$(FLAME_EXAMPLE))"
@@ -54,6 +57,9 @@ check:
odin check examples/toad -collection:pkg=.
odin check examples/hello_sprite -collection:pkg=.
odin check examples/crowd -collection:pkg=.
odin check examples/crowd_batch -collection:pkg=.
odin check examples/crowd_overdraw -collection:pkg=.
odin check examples/clip_thrash -collection:pkg=.
odin check examples/camera_sandbox -collection:pkg=.
odin check examples/clips -collection:pkg=.
@@ -66,6 +72,15 @@ hello_sprite:
crowd:
odin run examples/crowd -collection:pkg=.
crowd_batch:
odin run examples/crowd_batch -collection:pkg=.
crowd_overdraw:
odin run examples/crowd_overdraw -collection:pkg=.
clip_thrash:
odin run examples/clip_thrash -collection:pkg=.
camera_sandbox:
odin run examples/camera_sandbox -collection:pkg=.
+31
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@@ -144,6 +144,37 @@ set_sprite_clip_caches_clip_def :: proc(t: ^testing.T) {
testing.expect_value(t, len(sprite.clip_def.frames), 3)
}
@(test)
set_sprite_clip_def_applies_and_guards :: proc(t: ^testing.T) {
data := make_test_character()
defer destroy_test_character(&data)
sprite := spawn_sprite(&data, {}, "idle", 0)
sprite.frame = 2
sprite.time = 0.05
once := data.def.clips["once"]
set_sprite_clip_def(&sprite, "once", once)
testing.expect_value(t, sprite.clip, "once")
testing.expect(t, sprite.has_clip, "def apply should mark clip present")
testing.expect_value(t, sprite.frame, 0)
testing.expect_value(t, sprite.time, f32(0))
testing.expect(t, !sprite.clip_def.loop, "once clip does not loop")
testing.expect_value(t, len(sprite.clip_def.frames), 3)
sprite.frame = 1
sprite.time = 0.09
set_sprite_clip_def(&sprite, "once", once)
testing.expect_value(t, sprite.frame, 1)
testing.expect_value(t, sprite.time, f32(0.09))
set_sprite_clip_def(&sprite, "empty", Clip_Def{loop = true, fps = 10, frames = nil})
testing.expect_value(t, sprite.clip, "once")
testing.expect_value(t, sprite.frame, 1)
set_sprite_clip_def(nil, "once", once)
}
@(test)
spawn_sprite_valid_and_invalid :: proc(t: ^testing.T) {
data := make_test_character()
+11
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@@ -183,6 +183,17 @@ set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
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.
// Use when callers already hold Clip_Def (e.g. thrashing between known clips).
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
+80
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@@ -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)
}
}
+79
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@@ -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)
}
}
+70
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@@ -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)
}
}