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189 lines
5.6 KiB
C++
189 lines
5.6 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution(the "License").All use of this software is governed by the License,
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* or , if provided, by the license below or the license accompanying this file.Do not
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*remove or modify any license notices.This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#if defined(HAVE_BENCHMARK)
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#include <Prefab/Benchmark/PrefabBenchmarkFixture.h>
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namespace Benchmark
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{
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using BM_PrefabCreate = BM_Prefab;
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using namespace AzToolsFramework::Prefab;
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BENCHMARK_DEFINE_F(BM_PrefabCreate, CreatePrefabs_SingleEntityEach)(::benchmark::State& state)
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{
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const unsigned int numEntities = state.range();
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const unsigned int numInstances = numEntities;
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CreateFakePaths(numInstances);
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for (auto _ : state)
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{
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state.PauseTiming();
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AZStd::vector<AZ::Entity*> entities;
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CreateEntities(numEntities, entities);
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AZStd::vector<AZStd::unique_ptr<Instance>> newInstances;
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state.ResumeTiming();
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for (int instanceCounter = 0; instanceCounter < numInstances; ++instanceCounter)
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{
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newInstances.push_back(m_prefabSystemComponent->CreatePrefab(
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{ entities[instanceCounter] },
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{},
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m_paths[instanceCounter]));
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}
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state.PauseTiming();
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newInstances.clear();
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ResetPrefabSystem();
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state.ResumeTiming();
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}
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state.SetComplexityN(numInstances);
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}
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BENCHMARK_REGISTER_F(BM_PrefabCreate, CreatePrefabs_SingleEntityEach)
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->RangeMultiplier(10)
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->Range(100, 10000)
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->Unit(benchmark::kMillisecond)
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->Complexity();
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BENCHMARK_DEFINE_F(BM_PrefabCreate, CreatePrefab_FromEntities)(::benchmark::State& state)
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{
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const unsigned int numEntities = state.range();
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for (auto _ : state)
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{
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state.PauseTiming();
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AZStd::vector<AZ::Entity*> entities;
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CreateEntities(numEntities, entities);
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state.ResumeTiming();
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AZStd::unique_ptr<Instance> instance = m_prefabSystemComponent->CreatePrefab(
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entities
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, {}
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, m_pathString);
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state.PauseTiming();
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instance.reset();
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ResetPrefabSystem();
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state.ResumeTiming();
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}
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state.SetComplexityN(numEntities);
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}
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BENCHMARK_REGISTER_F(BM_PrefabCreate, CreatePrefab_FromEntities)
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->RangeMultiplier(10)
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->Range(100, 10000)
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->Unit(benchmark::kMillisecond)
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->Complexity();
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BENCHMARK_DEFINE_F(BM_PrefabCreate, CreatePrefab_FromSingleDepthInstances)(::benchmark::State& state)
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{
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const unsigned int numInstancesToAdd = state.range();
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const unsigned int numEntities = numInstancesToAdd;
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// Create fake paths for all the nested instances
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// plus the instance receiving them
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CreateFakePaths(numInstancesToAdd + 1);
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for (auto _ : state)
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{
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state.PauseTiming();
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AZStd::vector<AZ::Entity*> entities;
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CreateEntities(numEntities, entities);
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AZStd::vector<AZStd::unique_ptr<Instance>> testInstances;
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testInstances.resize(numInstancesToAdd);
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for (int instanceCounter = 0; instanceCounter < numInstancesToAdd; ++instanceCounter)
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{
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testInstances[instanceCounter] = (m_prefabSystemComponent->CreatePrefab(
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{ entities[instanceCounter] }
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, {}
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, m_paths[instanceCounter]));
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}
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state.ResumeTiming();
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AZStd::unique_ptr<Instance> nestedInstance = m_prefabSystemComponent->CreatePrefab(
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{}
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, AZStd::move(testInstances)
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, m_paths.back());
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state.PauseTiming();
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nestedInstance.reset();
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ResetPrefabSystem();
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state.ResumeTiming();
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}
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state.SetComplexityN(numInstancesToAdd);
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}
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BENCHMARK_REGISTER_F(BM_PrefabCreate, CreatePrefab_FromSingleDepthInstances)
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->RangeMultiplier(10)
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->Range(100, 10000)
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->Unit(benchmark::kMillisecond)
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->Complexity();
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BENCHMARK_DEFINE_F(BM_PrefabCreate, CreatePrefab_FromLinearNestingOfInstances)(::benchmark::State& state)
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{
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const unsigned int numInstances = state.range();
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// Create fake paths for all the nested instances
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// plus the root instance
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CreateFakePaths(numInstances + 1);
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for (auto _ : state)
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{
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state.PauseTiming();
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AZStd::unique_ptr<Instance> nestedInstanceRoot = m_prefabSystemComponent->CreatePrefab(
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{ CreateEntity("Entity1") },
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{},
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m_paths.back());
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state.ResumeTiming();
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for (int instanceCounter = 0; instanceCounter < numInstances; ++instanceCounter)
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{
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nestedInstanceRoot = m_prefabSystemComponent->CreatePrefab(
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{},
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MakeInstanceList( AZStd::move(nestedInstanceRoot) ),
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m_paths[instanceCounter]);
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}
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state.PauseTiming();
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nestedInstanceRoot.reset();
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ResetPrefabSystem();
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state.ResumeTiming();
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}
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state.SetComplexityN(numInstances);
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}
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}
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#endif
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