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