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-rw-r--r--src/test/Profiling.cpp128
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diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp
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+#include "system/ParticleSystem.h"
+#include "system/PhysicsSystem.h"
+#include "system/RenderSystem.h"
+#include <cmath>
+#include <chrono>
+#include <gtest/gtest.h>
+
+#define private public
+#define protected public
+
+#include <crepe/ComponentManager.h>
+#include <crepe/api/Event.h>
+#include <crepe/api/EventManager.h>
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Transform.h>
+#include <crepe/system/CollisionSystem.h>
+#include <crepe/system/ScriptSystem.h>
+#include <crepe/types.h>
+#include <crepe/util/Log.h>
+
+using namespace std;
+using namespace std::chrono_literals;
+using namespace crepe;
+using namespace testing;
+
+class CollisionHandler : public Script {
+public:
+ int box_id;
+
+ CollisionHandler(int box_id) {
+ this->box_id = box_id;
+ }
+
+ bool on_collision(const CollisionEvent& ev) {
+ // test load?
+ return true;
+ }
+
+ void init() {
+ subscribe<CollisionEvent>([this](const CollisionEvent& ev) -> bool {
+ return this->on_collision(ev);
+ });
+ }
+ void update() {
+ // Retrieve component from the same GameObject this script is on
+ }
+};
+
+class Profiling : public Test {
+public:
+ ComponentManager mgr;
+ // Add system used for profling tests
+ CollisionSystem collision_sys{mgr};
+ PhysicsSystem physics_sys{mgr};
+ ParticleSystem particle_sys{mgr};
+ RenderSystem render_sys{mgr};
+ ScriptSystem script_sys{mgr};
+
+ // Store individual function timings
+ std::map<std::string, long long> timings;
+
+ // Min and max gameobject that should and can be created
+ int min_gameobject_count = 100;
+ int max_gameobject_count = 100;
+
+ void SetUp() override {
+
+ GameObject do_not_use = mgr.new_object("DO_NOT_USE","",{0,0});
+ do_not_use.add_component<Camera>(Color::WHITE);
+ // initialize systems here:
+ //calls init
+ script_sys.update();
+ //creates window
+ render_sys.update();
+ }
+
+ // Helper function to time an update call and store its duration
+ template <typename Func>
+ long long 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
+ }
+
+ // Run and profile all systems, return the total time in milliseconds
+ long long run_all_systems() {
+ long long total_microseconds = 0;
+ total_microseconds += time_function("PhysicsSystem", [&]() { physics_sys.update(); });
+ total_microseconds += time_function("CollisionSystem", [&]() { collision_sys.update(); });
+ total_microseconds += time_function("ParticleSystem", [&]() { particle_sys.update(); });
+ total_microseconds += time_function("RenderSystem", [&]() { render_sys.update(); });
+ return total_microseconds;
+ }
+
+ // Print timings of all functions
+ void log_timings(long long total_time,int game_object_count) 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();
+ }
+};
+
+TEST_F(Profiling, Profiling_example) {
+ int game_object_count = 0;
+ long long total_time = 0;
+ while (total_time < 16000) {
+ game_object_count++;
+ {
+ //define gameobject used for testing
+ GameObject gameobject = mgr.new_object("gameobject","",{0,0});
+ }
+ total_time = run_all_systems();
+ if(game_object_count >= max_gameobject_count) break;
+ }
+ log_timings(total_time,game_object_count);
+ EXPECT_GE(game_object_count, min_gameobject_count);
+}