Comparison benchmark

This commit is contained in:
vittorioromeo 2024-09-14 03:25:45 +02:00
parent 2116a3ba85
commit 516bd313a4
9 changed files with 197 additions and 300 deletions

1
.gitignore vendored
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build/
cmake-build-*/
CMakeUserPresets.json
build*/

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////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include "SFML/Graphics/Font.hpp"
#include "SFML/Graphics/Image.hpp"
#include "SFML/Graphics/RenderStates.hpp"
#include "SFML/Graphics/RenderTexture.hpp"
#include "SFML/Graphics/RenderWindow.hpp"
#include "SFML/Graphics/Sprite.hpp"
#include "SFML/Graphics/Text.hpp"
#include "SFML/Graphics/Texture.hpp"
#include "SFML/System/Clock.hpp"
#include "SFML/System/Vector2.hpp"
#include "SFML/Window/Event.hpp"
#include "SFML/Window/VideoMode.hpp"
#include <array>
#include <filesystem>
#include <iostream>
#include <random>
#include <string>
#include <vector>
#include <cstdlib>
#include <cstddef>
#define GLAD_GL_IMPLEMENTATION
#include <gl.h>
#ifdef SFML_SYSTEM_IOS
#include <SFML/Main.hpp>
#endif
#ifndef GL_SRGB8_ALPHA8
#define GL_SRGB8_ALPHA8 0x8C43
#endif
std::filesystem::path resourcesDir()
float getRndFloat(float min, float max)
{
#ifdef SFML_SYSTEM_IOS
return "";
#else
return "resources";
#endif
static std::mt19937 rng(std::random_device{}());
return std::uniform_real_distribution<float>{min, max}(rng);
}
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
bool exit = false;
bool sRgb = false;
while (!exit)
{
// Request a 24-bits depth buffer when creating the window
sf::ContextSettings contextSettings;
contextSettings.depthBits = 24;
contextSettings.sRgbCapable = sRgb;
//
//
// Set up window
constexpr sf::Vector2f windowSize{1024.f, 768.f};
sf::RenderWindow window(sf::VideoMode{{1024u, 768u}}, "upstream batching");
// Create the main window
sf::RenderWindow window(sf::VideoMode({800, 600}),
"SFML graphics with OpenGL",
sf::Style::Default,
sf::State::Windowed,
contextSettings);
window.setVerticalSyncEnabled(true);
window.setMinimumSize(sf::Vector2u(400, 300));
window.setMaximumSize(sf::Vector2u(1200, 900));
// Create a sprite for the background
const sf::Texture backgroundTexture(resourcesDir() / "background.jpg", sRgb);
const sf::Sprite background(backgroundTexture);
//
//
// Load fonts
const sf::Font fontTuffy("resources/tuffy.ttf");
const sf::Font fontMouldyCheese("resources/mouldycheese.ttf");
// Create some text to draw on top of our OpenGL object
const sf::Font font(resourcesDir() / "tuffy.ttf");
//
//
// Load images
const sf::Image imgElephant("resources/elephant.png");
const sf::Image imgGiraffe("resources/giraffe.png");
const sf::Image imgMonkey("resources/monkey.png");
const sf::Image imgPig("resources/pig.png");
const sf::Image imgRabbit("resources/rabbit.png");
const sf::Image imgSnake("resources/snake.png");
sf::Text text(font, "SFML / OpenGL demo");
sf::Text sRgbInstructions(font, "Press space to toggle sRGB conversion");
sf::Text mipmapInstructions(font, "Press return to toggle mipmapping");
text.setFillColor(sf::Color(255, 255, 255, 170));
sRgbInstructions.setFillColor(sf::Color(255, 255, 255, 170));
mipmapInstructions.setFillColor(sf::Color(255, 255, 255, 170));
text.setPosition({280.f, 450.f});
sRgbInstructions.setPosition({175.f, 500.f});
mipmapInstructions.setPosition({200.f, 550.f});
//
//
// Texture array
const sf::Texture spriteTextures[]{sf::Texture(imgElephant),
sf::Texture(imgGiraffe),
sf::Texture(imgMonkey),
sf::Texture(imgPig),
sf::Texture(imgRabbit),
sf::Texture(imgSnake)};
// Load a texture to apply to our 3D cube
sf::Texture texture(resourcesDir() / "logo.png");
//
//
// Simulation stuff
constexpr const char* names[]{"Elephant", "Giraffe", "Monkey", "Pig", "Rabbit", "Snake"};
// Attempt to generate a mipmap for our cube texture
// We don't check the return value here since
// mipmapping is purely optional in this example
(void)texture.generateMipmap();
// Make the window the active window for OpenGL calls
if (!window.setActive(true))
struct Entity
{
std::cerr << "Failed to set window to active" << std::endl;
return EXIT_FAILURE;
}
// Load OpenGL or OpenGL ES entry points using glad
#ifdef SFML_OPENGL_ES
gladLoadGLES1(sf::Context::getFunction);
#else
gladLoadGL(sf::Context::getFunction);
#endif
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
#ifdef SFML_OPENGL_ES
glClearDepthf(1.f);
#else
glClearDepth(1.f);
#endif
// Disable lighting
glDisable(GL_LIGHTING);
// Configure the viewport (the same size as the window)
glViewport(0, 0, static_cast<GLsizei>(window.getSize().x), static_cast<GLsizei>(window.getSize().y));
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
const GLfloat ratio = static_cast<float>(window.getSize().x) / static_cast<float>(window.getSize().y);
#ifdef SFML_OPENGL_ES
glFrustumf(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
#else
glFrustum(-ratio, ratio, -1.f, 1.f, 1.f, 500.f);
#endif
// Bind the texture
glEnable(GL_TEXTURE_2D);
sf::Texture::bind(&texture);
// Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices)
// clang-format off
constexpr std::array<GLfloat, 180> cube =
{
// positions // texture coordinates
-20, -20, -20, 0, 0,
-20, 20, -20, 1, 0,
-20, -20, 20, 0, 1,
-20, -20, 20, 0, 1,
-20, 20, -20, 1, 0,
-20, 20, 20, 1, 1,
20, -20, -20, 0, 0,
20, 20, -20, 1, 0,
20, -20, 20, 0, 1,
20, -20, 20, 0, 1,
20, 20, -20, 1, 0,
20, 20, 20, 1, 1,
-20, -20, -20, 0, 0,
20, -20, -20, 1, 0,
-20, -20, 20, 0, 1,
-20, -20, 20, 0, 1,
20, -20, -20, 1, 0,
20, -20, 20, 1, 1,
-20, 20, -20, 0, 0,
20, 20, -20, 1, 0,
-20, 20, 20, 0, 1,
-20, 20, 20, 0, 1,
20, 20, -20, 1, 0,
20, 20, 20, 1, 1,
-20, -20, -20, 0, 0,
20, -20, -20, 1, 0,
-20, 20, -20, 0, 1,
-20, 20, -20, 0, 1,
20, -20, -20, 1, 0,
20, 20, -20, 1, 1,
-20, -20, 20, 0, 0,
20, -20, 20, 1, 0,
-20, 20, 20, 0, 1,
-20, 20, 20, 0, 1,
20, -20, 20, 1, 0,
20, 20, 20, 1, 1
sf::Text text;
sf::Sprite sprite;
sf::Vector2f velocity;
float torque{};
};
// clang-format on
// Enable position and texture coordinates vertex components
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 5 * sizeof(GLfloat), cube.data());
glTexCoordPointer(2, GL_FLOAT, 5 * sizeof(GLfloat), cube.data() + 3);
std::vector<Entity> entities;
// Disable normal and color vertex components
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
// Make the window no longer the active window for OpenGL calls
if (!window.setActive(false))
const auto populateEntities = [&](const std::size_t n)
{
std::cerr << "Failed to set window to inactive" << std::endl;
return EXIT_FAILURE;
if (n < entities.size())
{
entities.erase(entities.begin() + static_cast<std::ptrdiff_t>(n), entities.end());
return;
}
// Create a clock for measuring the time elapsed
const sf::Clock clock;
entities.clear();
entities.reserve(n);
// Flag to track whether mipmapping is currently enabled
bool mipmapEnabled = true;
for (std::size_t i = 0u; i < n; ++i)
{
const std::size_t type = i % 6u;
const sf::Texture& texture = spriteTextures[type];
// Start game loop
while (window.isOpen())
const auto label = std::string{names[i % 6u]} + " #" + std::to_string((i / (type + 1)) + 1);
entities.push_back({sf::Text{i % 2u == 0u ? fontTuffy : fontMouldyCheese, label},
sf::Sprite{texture},
sf::Vector2f{getRndFloat(-2.5f, 2.5f), getRndFloat(-2.5f, 2.5f)},
getRndFloat(-0.05f, 0.05f)});
auto& [text, sprite, velocity, torque] = entities.back();
sprite.setOrigin(sf::Vector2f(texture.getSize()) / 2.f);
sprite.setRotation(sf::degrees(getRndFloat(0.f, 360.f)));
const float scaleFactor = getRndFloat(0.08f, 0.17f);
sprite.setScale({scaleFactor, scaleFactor});
text.setScale({scaleFactor * 3.5f, scaleFactor * 3.5f});
sprite.setPosition({getRndFloat(0.f, windowSize.x), getRndFloat(0.f, windowSize.y)});
text.setFillColor(sf::Color::Black);
text.setOutlineColor(sf::Color::White);
text.setOutlineThickness(5.f);
text.setOrigin(text.getLocalBounds().size / 2.f);
}
};
//
//
// Set up UI elements
bool drawSprites = true;
bool drawText = true;
int numEntities = 10000;
//
//
// Set up clock and time sampling stuff
sf::Clock clock;
sf::Clock fpsClock;
std::vector<float> samplesUpdateMs{};
std::vector<float> samplesDrawMs{};
std::vector<float> samplesFPS{};
const auto recordUs = [&](std::vector<float>& target, const float value)
{
// Process events
while (const std::optional event = window.pollEvent())
target.push_back(value);
if (target.size() > 32u)
target.erase(target.begin());
};
const auto getAverage = [&](const std::vector<float>& target)
{
double accumulator = 0.0;
for (auto value : target)
accumulator += static_cast<double>(value);
return accumulator / static_cast<double>(target.size());
};
//
//
// Set up initial simulation state
populateEntities(static_cast<std::size_t>(numEntities));
//
//
// Simulation loop
while (true)
{
fpsClock.restart();
////////////////////////////////////////////////////////////
// Event handling
////////////////////////////////////////////////////////////
while (auto event = window.pollEvent())
{
// Window closed or escape key pressed: exit
if (event->is<sf::Event::Closed>() ||
(event->is<sf::Event::KeyPressed>() &&
event->getIf<sf::Event::KeyPressed>()->code == sf::Keyboard::Key::Escape))
{
exit = true;
window.close();
break;
}
}
// Return key: toggle mipmapping
if (const auto* keyPressed = event->getIf<sf::Event::KeyPressed>();
keyPressed && keyPressed->code == sf::Keyboard::Key::Enter)
////////////////////////////////////////////////////////////
// Update step
////////////////////////////////////////////////////////////
{
if (mipmapEnabled)
clock.restart();
for (auto& [text, sprite, velocity, torque] : entities)
{
// We simply reload the texture to disable mipmapping
texture = sf::Texture(resourcesDir() / "logo.png");
sprite.move(velocity);
sprite.rotate(sf::radians(torque));
// Rebind the texture
sf::Texture::bind(&texture);
if ((sprite.getPosition().x > windowSize.x && velocity.x > 0.f) ||
(sprite.getPosition().x < 0.f && velocity.x < 0.f))
velocity.x = -velocity.x;
mipmapEnabled = false;
if ((sprite.getPosition().y > windowSize.y && velocity.y > 0.f) ||
(sprite.getPosition().y < 0.f && velocity.y < 0.f))
velocity.y = -velocity.y;
text.setPosition(sprite.getPosition() - sf::Vector2f{0.f, 250.f * sprite.getScale().x});
}
else if (texture.generateMipmap())
recordUs(samplesUpdateMs, clock.getElapsedTime().asSeconds() * 1000.f);
}
////////////////////////////////////////////////////////////
// Draw step
////////////////////////////////////////////////////////////
{
mipmapEnabled = true;
}
}
clock.restart();
window.clear();
// Space key: toggle sRGB conversion
if (const auto* keyPressed = event->getIf<sf::Event::KeyPressed>();
keyPressed && keyPressed->code == sf::Keyboard::Key::Space)
for (const Entity& entity : entities)
{
sRgb = !sRgb;
window.close();
if (drawSprites)
window.draw(entity.sprite);
if (drawText)
window.draw(entity.text);
}
// Adjust the viewport when the window is resized
if (const auto* resized = event->getIf<sf::Event::Resized>())
{
const sf::Vector2u textureSize = backgroundTexture.getSize();
// Make the window the active window for OpenGL calls
if (!window.setActive(true))
{
std::cerr << "Failed to set window to active" << std::endl;
return EXIT_FAILURE;
recordUs(samplesDrawMs, clock.getElapsedTime().asSeconds() * 1000.f);
}
const auto [width, height] = resized->size;
glViewport(0, 0, static_cast<GLsizei>(width), static_cast<GLsizei>(height));
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
const GLfloat newRatio = static_cast<float>(width) / static_cast<float>(height);
#ifdef SFML_OPENGL_ES
glFrustumf(-newRatio, newRatio, -1.f, 1.f, 1.f, 500.f);
#else
glFrustum(-newRatio, newRatio, -1.f, 1.f, 1.f, 500.f);
#endif
// Make the window no longer the active window for OpenGL calls
if (!window.setActive(false))
{
std::cerr << "Failed to set window to inactive" << std::endl;
return EXIT_FAILURE;
}
sf::View view;
view.setSize(sf::Vector2f(textureSize));
view.setCenter(sf::Vector2f(textureSize) / 2.f);
window.setView(view);
}
}
// Draw the background
window.pushGLStates();
window.draw(background);
window.popGLStates();
// Make the window the active window for OpenGL calls
if (!window.setActive(true))
{
// On failure, try re-creating the window, as it is intentionally
// closed when changing color space.
continue;
}
// Clear the depth buffer
glClear(GL_DEPTH_BUFFER_BIT);
// We get the position of the mouse cursor (or touch), so that we can move the box accordingly
sf::Vector2i pos;
#ifdef SFML_SYSTEM_IOS
pos = sf::Touch::getPosition(0);
#else
pos = sf::Mouse::getPosition(window);
#endif
const float x = static_cast<float>(pos.x) * 200.f / static_cast<float>(window.getSize().x) - 100.f;
const float y = -static_cast<float>(pos.y) * 200.f / static_cast<float>(window.getSize().y) + 100.f;
// Apply some transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(x, y, -100.f);
glRotatef(clock.getElapsedTime().asSeconds() * 50.f, 1.f, 0.f, 0.f);
glRotatef(clock.getElapsedTime().asSeconds() * 30.f, 0.f, 1.f, 0.f);
glRotatef(clock.getElapsedTime().asSeconds() * 90.f, 0.f, 0.f, 1.f);
// Draw the cube
glDrawArrays(GL_TRIANGLES, 0, 36);
// Make the window no longer the active window for OpenGL calls
if (!window.setActive(false))
{
std::cerr << "Failed to set window to inactive" << std::endl;
return EXIT_FAILURE;
}
// Draw some text on top of our OpenGL object
window.pushGLStates();
window.draw(text);
window.draw(sRgbInstructions);
window.draw(mipmapInstructions);
window.popGLStates();
// Finally, display the rendered frame on screen
window.display();
}
}
return EXIT_SUCCESS;
recordUs(samplesFPS, 1.f / fpsClock.getElapsedTime().asSeconds());
window.setTitle(
"FPS: " + std::to_string(getAverage(samplesFPS)) + " || U: " + std::to_string(getAverage(samplesUpdateMs)) +
" || D: " + std::to_string(getAverage(samplesDrawMs)));
}
}

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