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o3de/Code/Framework/AzToolsFramework/Tests/Prefab/Benchmark/PrefabUpdateInstancesBenchm...

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9.3 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>
#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
namespace Benchmark
{
using BM_PrefabUpdateInstances = BM_Prefab;
using namespace AzToolsFramework::Prefab;
BENCHMARK_DEFINE_F(BM_PrefabUpdateInstances, UpdateInstances_SingeEntityInstances)(::benchmark::State& state)
{
const unsigned int numInstances = static_cast<unsigned int>(state.range());
CreateFakePaths(2);
const auto& nestedTemplatePath = m_paths.front();
const auto& enclosingTemplatePath = m_paths.back();
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
AZ::Entity* entity = CreateEntity("Entity");
AZStd::unique_ptr<Instance> nestedInstance = m_prefabSystemComponent->CreatePrefab(
{ entity },
{},
nestedTemplatePath);
AZStd::unique_ptr<Instance> enclosingInstance = m_prefabSystemComponent->CreatePrefab(
{},
MakeInstanceList(AZStd::move(nestedInstance)),
enclosingTemplatePath);
TemplateId templateToInstantiateId = enclosingInstance->GetTemplateId();
{
AZStd::vector<AZStd::unique_ptr<Instance>> newInstances;
newInstances.resize(numInstances);
for (unsigned int instanceCounter = 0; instanceCounter < numInstances; ++instanceCounter)
{
newInstances[instanceCounter] = m_prefabSystemComponent->InstantiatePrefab(templateToInstantiateId);
}
entity->SetName("Updated Entity");
PrefabDom updatedPrefabDom;
PrefabDomUtils::StoreInstanceInPrefabDom(*enclosingInstance, updatedPrefabDom);
PrefabDom& enclosingTemplatePrefabDom = m_prefabSystemComponent->FindTemplateDom(templateToInstantiateId);
enclosingTemplatePrefabDom.CopyFrom(updatedPrefabDom, enclosingTemplatePrefabDom.GetAllocator());
state.ResumeTiming();
m_instanceUpdateExecutorInterface->AddTemplateInstancesToQueue(templateToInstantiateId);
m_instanceUpdateExecutorInterface->UpdateTemplateInstancesInQueue();
state.PauseTiming();
}
enclosingInstance.reset();
ResetPrefabSystem();
state.ResumeTiming();
}
state.SetComplexityN(numInstances);
}
BENCHMARK_REGISTER_F(BM_PrefabUpdateInstances, UpdateInstances_SingeEntityInstances)
->RangeMultiplier(10)
->Range(100, 10000)
->Unit(benchmark::kMillisecond)
->Complexity();
BENCHMARK_DEFINE_F(BM_PrefabUpdateInstances, UpdateInstances_SingleLinearNestingOfInstances)(::benchmark::State& state)
{
const unsigned int maxDepth = static_cast<unsigned int>(state.range());
CreateFakePaths(maxDepth);
const unsigned int numInstances = maxDepth;
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
AZ::Entity* entity = CreateEntity("Entity");
AZStd::unique_ptr<Instance> currentInstanceRoot = m_prefabSystemComponent->CreatePrefab(
{ entity },
{},
m_paths.back());
for (unsigned int currentDepth = 1; currentDepth < maxDepth; ++currentDepth)
{
currentInstanceRoot = m_prefabSystemComponent->CreatePrefab(
{},
MakeInstanceList(AZStd::move(currentInstanceRoot)),
m_paths[currentDepth - 1]);
}
entity->SetName("Updated Entity");
PrefabDom updatedPrefabDom;
PrefabDomUtils::StoreInstanceInPrefabDom(*currentInstanceRoot, updatedPrefabDom);
const TemplateId rootTemplateId = currentInstanceRoot->GetTemplateId();
PrefabDom& rootTemplatePrefabDom = m_prefabSystemComponent->FindTemplateDom(rootTemplateId);
rootTemplatePrefabDom.CopyFrom(updatedPrefabDom, rootTemplatePrefabDom.GetAllocator());
state.ResumeTiming();
m_instanceUpdateExecutorInterface->AddTemplateInstancesToQueue(rootTemplateId);
m_instanceUpdateExecutorInterface->UpdateTemplateInstancesInQueue();
state.PauseTiming();
currentInstanceRoot.reset();
ResetPrefabSystem();
state.ResumeTiming();
}
state.SetComplexityN(numInstances);
}
BENCHMARK_DEFINE_F(BM_PrefabUpdateInstances, UpdateInstances_MultipleLinearNestingOfInstances)(::benchmark::State& state)
{
const unsigned int numRootInstances = static_cast<unsigned int>(state.range());
const unsigned int maxDepth = static_cast<unsigned int>(state.range());
CreateFakePaths(maxDepth);
const unsigned int numInstances = numRootInstances * maxDepth;
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
AZ::Entity* entity = CreateEntity("Entity");
AZStd::unique_ptr<Instance> currentInstanceRoot = m_prefabSystemComponent->CreatePrefab(
{ entity },
{},
m_paths.back());
for (unsigned int currentDepth = 0; currentDepth < maxDepth - 1; ++currentDepth)
{
currentInstanceRoot = m_prefabSystemComponent->CreatePrefab(
{},
MakeInstanceList(AZStd::move(currentInstanceRoot)),
m_paths[currentDepth]);
}
const TemplateId rootTemplateId = currentInstanceRoot->GetTemplateId();
{
AZStd::vector<AZStd::unique_ptr<Instance>> newInstances;
newInstances.resize(numRootInstances - 1);
for (unsigned int instanceCounter = 0; instanceCounter < numRootInstances - 1; ++instanceCounter)
{
newInstances[instanceCounter] = m_prefabSystemComponent->InstantiatePrefab(rootTemplateId);
}
entity->SetName("Updated Entity");
PrefabDom updatedPrefabDom;
PrefabDomUtils::StoreInstanceInPrefabDom(*currentInstanceRoot, updatedPrefabDom);
PrefabDom& rootTemplatePrefabDom = m_prefabSystemComponent->FindTemplateDom(rootTemplateId);
rootTemplatePrefabDom.CopyFrom(updatedPrefabDom, rootTemplatePrefabDom.GetAllocator());
state.ResumeTiming();
m_instanceUpdateExecutorInterface->AddTemplateInstancesToQueue(rootTemplateId);
m_instanceUpdateExecutorInterface->UpdateTemplateInstancesInQueue();
state.PauseTiming();
}
currentInstanceRoot.reset();
ResetPrefabSystem();
state.ResumeTiming();
}
state.SetComplexityN(numInstances);
}
BENCHMARK_DEFINE_F(BM_PrefabUpdateInstances, UpdateInstances_BinaryTreeNestedInstanceHierarchy)(::benchmark::State& state)
{
const unsigned int maxDepth = static_cast<unsigned int>(state.range());
CreateFakePaths(maxDepth);
const unsigned int numInstances = (1 << maxDepth) - 1;
for ([[maybe_unused]] auto _ : state)
{
state.PauseTiming();
AZ::Entity* entity = CreateEntity("Entity");
AZStd::unique_ptr<Instance> currentInstanceRoot = m_prefabSystemComponent->CreatePrefab(
{ entity },
{},
m_paths.back());
for (unsigned int currentDepth = 0; currentDepth < maxDepth - 1; ++currentDepth)
{
AZStd::unique_ptr<Instance> extraNestedInstance =
m_prefabSystemComponent->InstantiatePrefab(currentInstanceRoot->GetTemplateId());
currentInstanceRoot = m_prefabSystemComponent->CreatePrefab(
{},
MakeInstanceList(AZStd::move(currentInstanceRoot), AZStd::move(extraNestedInstance)),
m_paths[currentDepth]);
}
entity->SetName("Updated Entity");
PrefabDom updatedPrefabDom;
PrefabDomUtils::StoreInstanceInPrefabDom(*currentInstanceRoot, updatedPrefabDom);
const TemplateId rootTemplateId = currentInstanceRoot->GetTemplateId();
PrefabDom& rootTemplatePrefabDom = m_prefabSystemComponent->FindTemplateDom(rootTemplateId);
rootTemplatePrefabDom.CopyFrom(updatedPrefabDom, rootTemplatePrefabDom.GetAllocator());
state.ResumeTiming();
m_instanceUpdateExecutorInterface->AddTemplateInstancesToQueue(rootTemplateId);
m_instanceUpdateExecutorInterface->UpdateTemplateInstancesInQueue();
state.PauseTiming();
currentInstanceRoot.reset();
ResetPrefabSystem();
state.ResumeTiming();
}
state.SetComplexityN(numInstances);
}
BENCHMARK_REGISTER_F(BM_PrefabUpdateInstances, UpdateInstances_BinaryTreeNestedInstanceHierarchy)
->DenseRange(8, 12, 2)
->Unit(benchmark::kMillisecond)
->Complexity();
}
#endif