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Diffstat (limited to 'src/test/Profiling.cpp')
-rw-r--r-- | src/test/Profiling.cpp | 128 |
1 files changed, 128 insertions, 0 deletions
diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp new file mode 100644 index 0000000..9929288 --- /dev/null +++ b/src/test/Profiling.cpp @@ -0,0 +1,128 @@ +#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); +} |