diff options
author | JAROWMR <jarorutjes07@gmail.com> | 2024-11-25 20:49:47 +0100 |
---|---|---|
committer | JAROWMR <jarorutjes07@gmail.com> | 2024-11-25 20:49:47 +0100 |
commit | ca03e1fc7f0dd3e97f319529b9f00e48860f6d94 (patch) | |
tree | b1717f5618dbe952cb4b0627a07c55b57f1cd370 /src/test/Profiling.cpp | |
parent | 0b677b12d959e6320dc560edd093603ac7fbc55b (diff) |
improved test
Diffstat (limited to 'src/test/Profiling.cpp')
-rw-r--r-- | src/test/Profiling.cpp | 104 |
1 files changed, 54 insertions, 50 deletions
diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp index 5cc70a4..8283bba 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -26,6 +26,14 @@ using namespace std::chrono_literals; using namespace crepe; using namespace testing; + +/* +List of test cases with component settings/details +1. Minimal test creates gameobject without additonal components +2. Minimal 'Complex' gameobject. Has dynamic body without bounce and no collision handler +3. Minimal 'Complex' gameobject. Same as test 2 but with particle emitter +*/ + class TestScript : public Script { bool oncollision(const CollisionEvent& test) { Log::logf("Box {} script on_collision()", test.info.first.collider.game_object_id); @@ -43,6 +51,11 @@ class TestScript : public Script { class Profiling : public Test { public: + // config for test + const int min_gameobject_count = 100; + const int max_gameobject_count = 1000; + const std::chrono::microseconds duration = 16000us; + ComponentManager mgr; // Add system used for profling tests CollisionSystem collision_sys{mgr}; @@ -51,12 +64,11 @@ public: RenderSystem render_sys{mgr}; ScriptSystem script_sys{mgr}; - // Store individual function timings - std::map<std::string, long long> timings; + // Test data + std::map<std::string, std::chrono::microseconds> timings; + int game_object_count = 0; + std::chrono::microseconds total_time = 0us; - // Min and max gameobject that should and can be created - int min_gameobject_count = 100; - int max_gameobject_count = 1000; void SetUp() override { @@ -71,18 +83,18 @@ public: // Helper function to time an update call and store its duration template <typename Func> - long long time_function(const std::string& name, Func&& func) { + std::chrono::microseconds time_function(const std::string& name, Func&& func) { auto start = std::chrono::steady_clock::now(); func(); auto end = std::chrono::steady_clock::now(); - auto duration = std::chrono::duration_cast<std::chrono::microseconds>(end - start).count(); - timings[name] = duration; // Store the duration in microseconds - return duration; // Return the duration in microseconds + std::chrono::microseconds duration = std::chrono::duration_cast<std::chrono::microseconds>(end - start); + timings[name] = duration; + return duration; } // Run and profile all systems, return the total time in milliseconds - long long run_all_systems() { - long long total_microseconds = 0; + std::chrono::microseconds run_all_systems() { + std::chrono::microseconds total_microseconds = 0us; total_microseconds += time_function("PhysicsSystem", [&]() { physics_sys.update(); }); total_microseconds += time_function("CollisionSystem", [&]() { collision_sys.update(); }); total_microseconds += time_function("ParticleSystem", [&]() { particle_sys.update(); }); @@ -91,41 +103,36 @@ public: } // Print timings of all functions - void log_timings(long long total_time,int game_object_count) const { + void log_timings() const { std::stringstream ss; - ss << std::endl <<"Function timings:\n"; // Starting with a header - for (const auto& [name, duration] : timings) { - ss << name << " took " << duration / 1000.0 << " ms (" << duration << " µs). " << std::endl; - } - ss << "Total time: " << total_time / 1000.0 << "ms (" << total_time << " µs)" << std::endl; - ss << "Amount of gameobjects: " << game_object_count << std::endl; - // Use GTest INFO macro to print the accumulated log without extra newlines - GTEST_LOG_(INFO) << ss.str(); + ss << "\nFunction timings:\n"; + for (const auto& [name, duration] : timings) { + ss << name << " took " << duration.count() / 1000.0 << " ms (" << duration.count() << " µs).\n"; + } + ss << "Total time: " << this->total_time.count() / 1000.0 << " ms (" << this->total_time.count() << " µs)\n"; + ss << "Amount of gameobjects: " << game_object_count << "\n"; + GTEST_LOG_(INFO) << ss.str(); } }; -TEST_F(Profiling, Profiling_example) { - int game_object_count = 0; - long long total_time = 0; - while (total_time < 16000) { - +TEST_F(Profiling, Profiling_1) { + while (this->total_time < this->duration) { + { //define gameobject used for testing GameObject gameobject = mgr.new_object("gameobject","",{0,0}); } - game_object_count++; - total_time = run_all_systems(); - if(game_object_count >= max_gameobject_count) break; + this->game_object_count++; + this->total_time = run_all_systems(); + if(this->game_object_count >= this->max_gameobject_count) break; } - log_timings(total_time,game_object_count); - EXPECT_GE(game_object_count, min_gameobject_count); + log_timings(); + EXPECT_GE(this->game_object_count, this->min_gameobject_count); } -TEST_F(Profiling, Profiling_small_object) { - int game_object_count = 0; - long long total_time = 0; - while (total_time < 16000) { +TEST_F(Profiling, Profiling_2) { + while (this->total_time < this->duration) { { //define gameobject used for testing @@ -142,19 +149,16 @@ TEST_F(Profiling, Profiling_small_object) { FlipSettings{true, true}); } - render_sys.update(); - game_object_count++; - total_time = run_all_systems(); - if(game_object_count >= max_gameobject_count) break; + this->game_object_count++; + this->total_time = run_all_systems(); + if(this->game_object_count >= this->max_gameobject_count) break; } - log_timings(total_time,game_object_count); - EXPECT_GE(game_object_count, min_gameobject_count); + log_timings(); + EXPECT_GE(this->game_object_count, this->min_gameobject_count); } -TEST_F(Profiling, Profiling_small_object_Particle_emitter) { - int game_object_count = 0; - long long total_time = 0; - while (total_time < 16000) { +TEST_F(Profiling, Profiling_3) { + while (this->total_time < this->duration) { { //define gameobject used for testing @@ -172,7 +176,7 @@ TEST_F(Profiling, Profiling_small_object_Particle_emitter) { Sprite & test_sprite = gameobject.add_component<Sprite>( make_shared<Texture>("/home/jaro/crepe/asset/texture/img.png"), color, FlipSettings{false, false}); auto & test = gameobject.add_component<ParticleEmitter>(ParticleEmitter::Data{ - .max_particles = 100, + .max_particles = 10, .emission_rate = 100, .end_lifespan = 100000, .boundary{ @@ -185,10 +189,10 @@ TEST_F(Profiling, Profiling_small_object_Particle_emitter) { }); } render_sys.update(); - game_object_count++; - total_time = run_all_systems(); - if(game_object_count >= max_gameobject_count) break; + this->game_object_count++; + this->total_time = run_all_systems(); + if(this->game_object_count >= this->max_gameobject_count) break; } - log_timings(total_time,game_object_count); - EXPECT_GE(game_object_count, min_gameobject_count); + log_timings(); + EXPECT_GE(this->game_object_count, this->min_gameobject_count); } |