Common update:

-added multiple new function to allocate template and add entity
-updated README.md (complete initial version)
-empty components now don't take memory
-fixedd small bug with TestRunner
-added many new tests (HashMap, Vector, EntityMeta, ...)
-added default hashing function to HashMap
-fixed critical bug with adding entities
-fixed small bug with adding entity with remplacement components
-added asserts into code to better bug detection
-small performance improvement for events
-added ComponentRef structure which contain data pointer and componentID
-remove EntityID from Event structure
-now events are handled before removing entiteis
-fixed GDC compilation
-fixed rendering of rotated sprites
-added weapons as separate entities to space ship and others
-added Tower enemy to SpaceInvaders demo
-added Boss to SpaceInvaders demo (boss has four tower attached to it)
-Boss towers shoot multiple bullets upon death
-fixed critical bug with demos switching
-fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback
-added animation support
-added particles sypport and particles for firing and explostions, and more
-multithreaded rendering now has same rendering order as singlethreaded
-application automaticallu detect host CPU threads count
-added upgrades to SPaceInvaders demo
-fixed texture memory freeing
-improved documentation
-improved multithreaded performance
-improve shader code
-fixed registration issue
-some additional performance improvements
-added depth and colors to rendering parameters
-jobs now has names corresponding to their systems
-change execute() -> willExecute()
-added EntityMeta structure to speedup getting fetching components form entity
-improved multithreading rendering
-added possibility tio change number of threads runtime
-added bullets collision detection in SpaceInvaders demo
-some CI changes
-added VBO batch rendering (current default, no render mode switch yet)
-fixed camera positioning calculation
-fixed buffer issue with WebGL
-added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger.
-center demos gameplay area
-added fullpage html template for Emscripten build
-added many new sprites to atlas
-fixed critical bug with CPU usage in multithreaded mode
-snake render tile coresponding to body part
-snake is destroyed after collision and emit some particles
-added some functionality to vectors
-fixed documentation issue in Manager.d
-more minor code changes and cleanup
This commit is contained in:
Dawid Masiukiewicz 2020-05-28 16:48:42 +00:00
parent 2ddb97e9ce
commit 024356df9b
62 changed files with 5918 additions and 1673 deletions

185
tests/perf.d Normal file
View file

@ -0,0 +1,185 @@
module tests.perf;
import tests.runner;
import bubel.ecs.core;
import bubel.ecs.manager;
import bubel.ecs.entity;
version(GNU)
{
pragma(inline, true) T[n] staticArray(T, size_t n)(auto ref T[n] a)
{
return a;
}
}
else import std.array : staticArray;
import core.stdc.stdio;
struct CLong
{
mixin ECS.Component;
alias value this;
long value = 10;
}
struct CShort
{
mixin ECS.Component;
alias value this;
short value = 12;
}
struct CInt
{
mixin ECS.Component;
alias value this;
int value = 10;
}
struct CUInt
{
mixin ECS.Component;
alias value this;
uint value = 12;
}
struct CBig
{
mixin ECS.Component;
uint[32] data;
}
EntityTemplate* tmpl;
void beforeEveryTest()
{
gEM.initialize(0);
gEM.beginRegister();
gEM.registerComponent!CLong;
gEM.registerComponent!CShort;
gEM.registerComponent!CInt;
gEM.registerComponent!CUInt;
gEM.registerComponent!CBig;
gEM.endRegister();
tmpl = null;
}
void afterEveryTest()
{
if(tmpl)gEM.freeTemplate(tmpl);
tmpl = null;
gEM.destroy();
}
void smallTmpl()
{
tmpl = gEM.allocateTemplate([CShort.component_id].staticArray);
}
void bigTmpl()
{
tmpl = gEM.allocateTemplate([CBig.component_id].staticArray);
}
void multiSmallTmpl()
{
tmpl = gEM.allocateTemplate([CShort.component_id, CLong.component_id, CInt.component_id, CUInt.component_id].staticArray);
}
void multiBigTmpl()
{
tmpl = gEM.allocateTemplate([CLong.component_id, CInt.component_id, CUInt.component_id, CBig.component_id].staticArray);
}
@("AddEntities100k1comp2b") @(before, &smallTmpl)
unittest
{
foreach(i; 0..100_000)gEM.addEntity(tmpl);
}
@("AddEntities100k1comp128b") @(before, &bigTmpl)
unittest
{
foreach(i; 0..100_000)gEM.addEntity(tmpl);
}
@("AddEntities100k4comp18b") @(before, &multiSmallTmpl)
unittest
{
foreach(i; 0..100_000)gEM.addEntity(tmpl);
}
@("AddEntities100k4comp144b") @(before, &multiBigTmpl)
unittest
{
foreach(i; 0..100_000)gEM.addEntity(tmpl);
}
void allocDealloc100k()
{
foreach(i; 0..100_000)gEM.addEntity(tmpl);
gEM.commit();
foreach(i; 0..100_000)gEM.removeEntity(EntityID(i + 1,0));
gEM.commit();
}
void smallTmplPreAlloc()
{
tmpl = gEM.allocateTemplate([CShort.component_id].staticArray);
allocDealloc100k();
}
void bigTmplPreAlloc()
{
tmpl = gEM.allocateTemplate([CBig.component_id].staticArray);
allocDealloc100k();
}
void multiSmallTmplPreAlloc()
{
tmpl = gEM.allocateTemplate([CShort.component_id, CLong.component_id, CInt.component_id, CUInt.component_id].staticArray);
allocDealloc100k();
}
void multiBigTmplPreAlloc()
{
tmpl = gEM.allocateTemplate([CLong.component_id, CInt.component_id, CUInt.component_id, CBig.component_id].staticArray);
allocDealloc100k();
}
@("AddEntities100k1comp2bPreAlloc") @(before, &smallTmplPreAlloc)
unittest
{
foreach(i; 0..100_000)gEM.addEntity(tmpl);
}
@("AddEntities100k1comp128bPreAlloc") @(before, &bigTmplPreAlloc)
unittest
{
foreach(i; 0..100_000)gEM.addEntity(tmpl);
}
@("AddEntities100k4comp18bPreAlloc") @(before, &multiSmallTmplPreAlloc)
unittest
{
foreach(i; 0..100_000)gEM.addEntity(tmpl);
}
@("AddEntities100k4comp144bPreAlloc") @(before, &multiBigTmplPreAlloc)
unittest
{
foreach(i; 0..100_000)gEM.addEntity(tmpl);
}