Files
codegirl-games/benchmarks/sprite_frame/main.odin
T
2026-08-09 08:33:15 +00:00

175 lines
4.0 KiB
Odin

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)
PERF_WIDTH :: #config(PERF_WIDTH, 800)
PERF_HEIGHT :: #config(PERF_HEIGHT, 600)
Scenario :: enum {
Visible,
Half_Offscreen,
Alternating_Textures,
Stacked,
}
@(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"
case .Stacked:
return "stacked"
}
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 <= 3)
#assert(PERF_WIDTH > 0)
#assert(PERF_HEIGHT > 0)
scenario := Scenario(PERF_SCENARIO)
app: eng.App
if !eng.init(&app, "sprite frame benchmark", PERF_WIDTH, PERF_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}
} else if scenario == .Stacked {
position = {f32(PERF_WIDTH / 2), f32(PERF_HEIGHT / 2)}
}
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,
PERF_WIDTH,
PERF_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,
)
}