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253 lines
9.3 KiB
C++
253 lines
9.3 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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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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#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
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namespace Benchmark
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{
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using BM_PrefabUpdateInstances = BM_Prefab;
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using namespace AzToolsFramework::Prefab;
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BENCHMARK_DEFINE_F(BM_PrefabUpdateInstances, UpdateInstances_SingeEntityInstances)(::benchmark::State& state)
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{
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const unsigned int numInstances = static_cast<unsigned int>(state.range());
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CreateFakePaths(2);
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const auto& nestedTemplatePath = m_paths.front();
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const auto& enclosingTemplatePath = m_paths.back();
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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AZ::Entity* entity = CreateEntity("Entity");
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AZStd::unique_ptr<Instance> nestedInstance = m_prefabSystemComponent->CreatePrefab(
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{ entity },
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{},
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nestedTemplatePath);
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AZStd::unique_ptr<Instance> enclosingInstance = m_prefabSystemComponent->CreatePrefab(
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{},
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MakeInstanceList(AZStd::move(nestedInstance)),
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enclosingTemplatePath);
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TemplateId templateToInstantiateId = enclosingInstance->GetTemplateId();
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{
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AZStd::vector<AZStd::unique_ptr<Instance>> newInstances;
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newInstances.resize(numInstances);
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for (unsigned int instanceCounter = 0; instanceCounter < numInstances; ++instanceCounter)
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{
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newInstances[instanceCounter] = m_prefabSystemComponent->InstantiatePrefab(templateToInstantiateId);
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}
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entity->SetName("Updated Entity");
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PrefabDom updatedPrefabDom;
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PrefabDomUtils::StoreInstanceInPrefabDom(*enclosingInstance, updatedPrefabDom);
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PrefabDom& enclosingTemplatePrefabDom = m_prefabSystemComponent->FindTemplateDom(templateToInstantiateId);
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enclosingTemplatePrefabDom.CopyFrom(updatedPrefabDom, enclosingTemplatePrefabDom.GetAllocator());
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state.ResumeTiming();
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m_instanceUpdateExecutorInterface->AddTemplateInstancesToQueue(templateToInstantiateId);
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m_instanceUpdateExecutorInterface->UpdateTemplateInstancesInQueue();
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state.PauseTiming();
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}
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enclosingInstance.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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BENCHMARK_REGISTER_F(BM_PrefabUpdateInstances, UpdateInstances_SingeEntityInstances)
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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_PrefabUpdateInstances, UpdateInstances_SingleLinearNestingOfInstances)(::benchmark::State& state)
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{
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const unsigned int maxDepth = static_cast<unsigned int>(state.range());
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CreateFakePaths(maxDepth);
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const unsigned int numInstances = maxDepth;
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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AZ::Entity* entity = CreateEntity("Entity");
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AZStd::unique_ptr<Instance> currentInstanceRoot = m_prefabSystemComponent->CreatePrefab(
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{ entity },
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{},
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m_paths.back());
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for (unsigned int currentDepth = 1; currentDepth < maxDepth; ++currentDepth)
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{
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currentInstanceRoot = m_prefabSystemComponent->CreatePrefab(
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{},
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MakeInstanceList(AZStd::move(currentInstanceRoot)),
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m_paths[currentDepth - 1]);
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}
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entity->SetName("Updated Entity");
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PrefabDom updatedPrefabDom;
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PrefabDomUtils::StoreInstanceInPrefabDom(*currentInstanceRoot, updatedPrefabDom);
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const TemplateId rootTemplateId = currentInstanceRoot->GetTemplateId();
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PrefabDom& rootTemplatePrefabDom = m_prefabSystemComponent->FindTemplateDom(rootTemplateId);
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rootTemplatePrefabDom.CopyFrom(updatedPrefabDom, rootTemplatePrefabDom.GetAllocator());
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state.ResumeTiming();
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m_instanceUpdateExecutorInterface->AddTemplateInstancesToQueue(rootTemplateId);
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m_instanceUpdateExecutorInterface->UpdateTemplateInstancesInQueue();
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state.PauseTiming();
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currentInstanceRoot.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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BENCHMARK_DEFINE_F(BM_PrefabUpdateInstances, UpdateInstances_MultipleLinearNestingOfInstances)(::benchmark::State& state)
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{
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const unsigned int numRootInstances = static_cast<unsigned int>(state.range());
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const unsigned int maxDepth = static_cast<unsigned int>(state.range());
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CreateFakePaths(maxDepth);
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const unsigned int numInstances = numRootInstances * maxDepth;
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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AZ::Entity* entity = CreateEntity("Entity");
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AZStd::unique_ptr<Instance> currentInstanceRoot = m_prefabSystemComponent->CreatePrefab(
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{ entity },
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{},
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m_paths.back());
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for (unsigned int currentDepth = 0; currentDepth < maxDepth - 1; ++currentDepth)
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{
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currentInstanceRoot = m_prefabSystemComponent->CreatePrefab(
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{},
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MakeInstanceList(AZStd::move(currentInstanceRoot)),
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m_paths[currentDepth]);
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}
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const TemplateId rootTemplateId = currentInstanceRoot->GetTemplateId();
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{
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AZStd::vector<AZStd::unique_ptr<Instance>> newInstances;
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newInstances.resize(numRootInstances - 1);
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for (unsigned int instanceCounter = 0; instanceCounter < numRootInstances - 1; ++instanceCounter)
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{
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newInstances[instanceCounter] = m_prefabSystemComponent->InstantiatePrefab(rootTemplateId);
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}
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entity->SetName("Updated Entity");
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PrefabDom updatedPrefabDom;
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PrefabDomUtils::StoreInstanceInPrefabDom(*currentInstanceRoot, updatedPrefabDom);
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PrefabDom& rootTemplatePrefabDom = m_prefabSystemComponent->FindTemplateDom(rootTemplateId);
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rootTemplatePrefabDom.CopyFrom(updatedPrefabDom, rootTemplatePrefabDom.GetAllocator());
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state.ResumeTiming();
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m_instanceUpdateExecutorInterface->AddTemplateInstancesToQueue(rootTemplateId);
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m_instanceUpdateExecutorInterface->UpdateTemplateInstancesInQueue();
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state.PauseTiming();
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}
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currentInstanceRoot.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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BENCHMARK_DEFINE_F(BM_PrefabUpdateInstances, UpdateInstances_BinaryTreeNestedInstanceHierarchy)(::benchmark::State& state)
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{
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const unsigned int maxDepth = static_cast<unsigned int>(state.range());
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CreateFakePaths(maxDepth);
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const unsigned int numInstances = (1 << maxDepth) - 1;
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for ([[maybe_unused]] auto _ : state)
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{
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state.PauseTiming();
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AZ::Entity* entity = CreateEntity("Entity");
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AZStd::unique_ptr<Instance> currentInstanceRoot = m_prefabSystemComponent->CreatePrefab(
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{ entity },
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{},
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m_paths.back());
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for (unsigned int currentDepth = 0; currentDepth < maxDepth - 1; ++currentDepth)
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{
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AZStd::unique_ptr<Instance> extraNestedInstance =
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m_prefabSystemComponent->InstantiatePrefab(currentInstanceRoot->GetTemplateId());
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currentInstanceRoot = m_prefabSystemComponent->CreatePrefab(
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{},
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MakeInstanceList(AZStd::move(currentInstanceRoot), AZStd::move(extraNestedInstance)),
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m_paths[currentDepth]);
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}
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entity->SetName("Updated Entity");
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PrefabDom updatedPrefabDom;
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PrefabDomUtils::StoreInstanceInPrefabDom(*currentInstanceRoot, updatedPrefabDom);
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const TemplateId rootTemplateId = currentInstanceRoot->GetTemplateId();
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PrefabDom& rootTemplatePrefabDom = m_prefabSystemComponent->FindTemplateDom(rootTemplateId);
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rootTemplatePrefabDom.CopyFrom(updatedPrefabDom, rootTemplatePrefabDom.GetAllocator());
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state.ResumeTiming();
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m_instanceUpdateExecutorInterface->AddTemplateInstancesToQueue(rootTemplateId);
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m_instanceUpdateExecutorInterface->UpdateTemplateInstancesInQueue();
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state.PauseTiming();
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currentInstanceRoot.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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BENCHMARK_REGISTER_F(BM_PrefabUpdateInstances, UpdateInstances_BinaryTreeNestedInstanceHierarchy)
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->DenseRange(8, 12, 2)
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->Unit(benchmark::kMillisecond)
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->Complexity();
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}
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#endif
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