You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
185 lines
5.5 KiB
C++
185 lines
5.5 KiB
C++
/*
|
|
* Copyright (c) Contributors to the Open 3D Engine Project.
|
|
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
|
*
|
|
* SPDX-License-Identifier: Apache-2.0 OR MIT
|
|
*
|
|
*/
|
|
#if defined(HAVE_BENCHMARK)
|
|
|
|
#include <Prefab/Benchmark/PrefabBenchmarkFixture.h>
|
|
|
|
namespace Benchmark
|
|
{
|
|
using BM_PrefabCreate = BM_Prefab;
|
|
using namespace AzToolsFramework::Prefab;
|
|
|
|
BENCHMARK_DEFINE_F(BM_PrefabCreate, CreatePrefabs_SingleEntityEach)(::benchmark::State& state)
|
|
{
|
|
const unsigned int numEntities = static_cast<unsigned int>(state.range());
|
|
const unsigned int numInstances = numEntities;
|
|
|
|
CreateFakePaths(numInstances);
|
|
|
|
for ([[maybe_unused]] auto _ : state)
|
|
{
|
|
state.PauseTiming();
|
|
|
|
AZStd::vector<AZ::Entity*> entities;
|
|
CreateEntities(numEntities, entities);
|
|
|
|
AZStd::vector<AZStd::unique_ptr<Instance>> newInstances;
|
|
|
|
state.ResumeTiming();
|
|
|
|
for (unsigned int instanceCounter = 0; instanceCounter < numInstances; ++instanceCounter)
|
|
{
|
|
newInstances.push_back(m_prefabSystemComponent->CreatePrefab(
|
|
{ entities[instanceCounter] },
|
|
{},
|
|
m_paths[instanceCounter]));
|
|
}
|
|
|
|
state.PauseTiming();
|
|
|
|
newInstances.clear();
|
|
ResetPrefabSystem();
|
|
|
|
state.ResumeTiming();
|
|
}
|
|
|
|
state.SetComplexityN(numInstances);
|
|
}
|
|
BENCHMARK_REGISTER_F(BM_PrefabCreate, CreatePrefabs_SingleEntityEach)
|
|
->RangeMultiplier(10)
|
|
->Range(100, 10000)
|
|
->Unit(benchmark::kMillisecond)
|
|
->Complexity();
|
|
|
|
BENCHMARK_DEFINE_F(BM_PrefabCreate, CreatePrefab_FromEntities)(::benchmark::State& state)
|
|
{
|
|
const unsigned int numEntities = static_cast<unsigned int>(state.range());
|
|
|
|
for ([[maybe_unused]] auto _ : state)
|
|
{
|
|
state.PauseTiming();
|
|
|
|
AZStd::vector<AZ::Entity*> entities;
|
|
CreateEntities(numEntities, entities);
|
|
|
|
state.ResumeTiming();
|
|
|
|
AZStd::unique_ptr<Instance> instance = m_prefabSystemComponent->CreatePrefab(
|
|
entities
|
|
, {}
|
|
, m_pathString);
|
|
|
|
state.PauseTiming();
|
|
|
|
instance.reset();
|
|
|
|
ResetPrefabSystem();
|
|
|
|
state.ResumeTiming();
|
|
}
|
|
|
|
state.SetComplexityN(numEntities);
|
|
}
|
|
BENCHMARK_REGISTER_F(BM_PrefabCreate, CreatePrefab_FromEntities)
|
|
->RangeMultiplier(10)
|
|
->Range(100, 10000)
|
|
->Unit(benchmark::kMillisecond)
|
|
->Complexity();
|
|
|
|
BENCHMARK_DEFINE_F(BM_PrefabCreate, CreatePrefab_FromSingleDepthInstances)(::benchmark::State& state)
|
|
{
|
|
const unsigned int numInstancesToAdd = static_cast<unsigned int>(state.range());
|
|
const unsigned int numEntities = numInstancesToAdd;
|
|
|
|
// Create fake paths for all the nested instances
|
|
// plus the instance receiving them
|
|
CreateFakePaths(numInstancesToAdd + 1);
|
|
|
|
for ([[maybe_unused]] auto _ : state)
|
|
{
|
|
state.PauseTiming();
|
|
|
|
AZStd::vector<AZ::Entity*> entities;
|
|
CreateEntities(numEntities, entities);
|
|
|
|
AZStd::vector<AZStd::unique_ptr<Instance>> testInstances;
|
|
testInstances.resize(numInstancesToAdd);
|
|
|
|
for (unsigned int instanceCounter = 0; instanceCounter < numInstancesToAdd; ++instanceCounter)
|
|
{
|
|
testInstances[instanceCounter] = (m_prefabSystemComponent->CreatePrefab(
|
|
{ entities[instanceCounter] }
|
|
, {}
|
|
, m_paths[instanceCounter]));
|
|
}
|
|
|
|
state.ResumeTiming();
|
|
|
|
AZStd::unique_ptr<Instance> nestedInstance = m_prefabSystemComponent->CreatePrefab(
|
|
{}
|
|
, AZStd::move(testInstances)
|
|
, m_paths.back());
|
|
|
|
state.PauseTiming();
|
|
|
|
nestedInstance.reset();
|
|
|
|
ResetPrefabSystem();
|
|
|
|
state.ResumeTiming();
|
|
}
|
|
|
|
state.SetComplexityN(numInstancesToAdd);
|
|
}
|
|
BENCHMARK_REGISTER_F(BM_PrefabCreate, CreatePrefab_FromSingleDepthInstances)
|
|
->RangeMultiplier(10)
|
|
->Range(100, 10000)
|
|
->Unit(benchmark::kMillisecond)
|
|
->Complexity();
|
|
|
|
BENCHMARK_DEFINE_F(BM_PrefabCreate, CreatePrefab_FromLinearNestingOfInstances)(::benchmark::State& state)
|
|
{
|
|
const unsigned int numInstances = static_cast<unsigned int>(state.range());
|
|
|
|
// Create fake paths for all the nested instances
|
|
// plus the root instance
|
|
CreateFakePaths(numInstances + 1);
|
|
|
|
for ([[maybe_unused]] auto _ : state)
|
|
{
|
|
state.PauseTiming();
|
|
|
|
AZStd::unique_ptr<Instance> nestedInstanceRoot = m_prefabSystemComponent->CreatePrefab(
|
|
{ CreateEntity("Entity1") },
|
|
{},
|
|
m_paths.back());
|
|
|
|
state.ResumeTiming();
|
|
|
|
for (unsigned int instanceCounter = 0; instanceCounter < numInstances; ++instanceCounter)
|
|
{
|
|
nestedInstanceRoot = m_prefabSystemComponent->CreatePrefab(
|
|
{},
|
|
MakeInstanceList(AZStd::move(nestedInstanceRoot)),
|
|
m_paths[instanceCounter]);
|
|
}
|
|
|
|
state.PauseTiming();
|
|
|
|
nestedInstanceRoot.reset();
|
|
|
|
ResetPrefabSystem();
|
|
|
|
state.ResumeTiming();
|
|
}
|
|
|
|
state.SetComplexityN(numInstances);
|
|
}
|
|
}
|
|
#endif
|