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o3de/Code/Framework/AzToolsFramework/Tests/Prefab/Benchmark/SpawnableCreateBenchmarks.cpp

59 lines
2.1 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution(the "License").All use of this software is governed by the License,
* or , if provided, by the license below or the license accompanying this file.Do not
*remove or modify any license notices.This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#if defined(HAVE_BENCHMARK)
#include <Prefab/Benchmark/PrefabBenchmarkFixture.h>
#include <AzToolsFramework/Prefab/Spawnable/SpawnableUtils.h>
namespace Benchmark
{
using BM_SpawnableCreate = BM_Prefab;
using namespace AzToolsFramework::Prefab;
BENCHMARK_DEFINE_F(BM_SpawnableCreate, CreateSpawnable_SingleEntityInstance)(::benchmark::State& state)
{
const unsigned int numSpawnables = state.range();
AZStd::unique_ptr<Instance> instance(m_prefabSystemComponent->CreatePrefab(
{ CreateEntity("Entity1") },
{},
m_pathString));
auto& prefabDom = m_prefabSystemComponent->FindTemplateDom(instance->GetTemplateId());
for (auto _ : state)
{
// Create a vector to store spawnables so that they don't get destroyed immediately after construction.
AZStd::vector<AZStd::unique_ptr<AzFramework::Spawnable>> spawnables;
spawnables.reserve(numSpawnables);
for (int spwanableCounter = 0; spwanableCounter < numSpawnables; ++spwanableCounter)
{
AZStd::unique_ptr<AzFramework::Spawnable> spawnable = AZStd::make_unique<AzFramework::Spawnable>();
AzToolsFramework::Prefab::SpawnableUtils::CreateSpawnable(*spawnable, prefabDom);
spawnables.push_back(AZStd::move(spawnable));
}
}
state.SetComplexityN(numSpawnables);
}
BENCHMARK_REGISTER_F(BM_SpawnableCreate, CreateSpawnable_SingleEntityInstance)
->RangeMultiplier(10)
->Range(100, 10000)
->Unit(benchmark::kMillisecond)
->Complexity();
}
#endif