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285 lines
9.5 KiB
C++
285 lines
9.5 KiB
C++
#include <benchmark/benchmark.h>
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#include <components/detournavigator/navmeshtilescache.hpp>
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#include <components/detournavigator/stats.hpp>
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#include <components/esm3/loadland.hpp>
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#include <algorithm>
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#include <iterator>
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#include <random>
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namespace
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{
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using namespace DetourNavigator;
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struct Key
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{
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AgentBounds mAgentBounds;
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TilePosition mTilePosition;
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RecastMesh mRecastMesh;
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};
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struct Item
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{
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Key mKey;
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PreparedNavMeshData mValue;
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};
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osg::Vec2i generateVec2i(int max, auto& random)
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{
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std::uniform_int_distribution<int> distribution(0, max);
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return osg::Vec2i(distribution(random), distribution(random));
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}
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osg::Vec3f generateAgentHalfExtents(float min, float max, auto& random)
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{
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std::uniform_int_distribution<int> distribution(min, max);
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return osg::Vec3f(distribution(random), distribution(random), distribution(random));
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}
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void generateVertices(std::output_iterator<int> auto out, std::size_t number, auto& random)
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{
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std::uniform_real_distribution<float> distribution(0.0, 1.0);
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std::generate_n(out, 3 * (number - number % 3), [&] { return distribution(random); });
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}
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void generateIndices(std::output_iterator<int> auto out, int max, std::size_t number, auto& random)
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{
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std::uniform_int_distribution<int> distribution(0, max);
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std::generate_n(out, number - number % 3, [&] { return distribution(random); });
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}
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AreaType toAreaType(int index)
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{
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switch (index)
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{
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case 0:
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return AreaType_null;
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case 1:
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return AreaType_water;
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case 2:
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return AreaType_door;
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case 3:
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return AreaType_pathgrid;
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case 4:
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return AreaType_ground;
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}
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return AreaType_null;
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}
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AreaType generateAreaType(auto& random)
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{
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std::uniform_int_distribution<int> distribution(0, 4);
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return toAreaType(distribution(random));
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}
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void generateAreaTypes(std::output_iterator<AreaType> auto out, std::size_t triangles, auto& random)
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{
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std::generate_n(out, triangles, [&] { return generateAreaType(random); });
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}
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void generateWater(std::output_iterator<CellWater> auto out, std::size_t count, auto& random)
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{
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std::uniform_real_distribution<float> distribution(0.0, 1.0);
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std::generate_n(out, count, [&] {
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return CellWater{ generateVec2i(1000, random), Water{ ESM::Land::REAL_SIZE, distribution(random) } };
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});
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}
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Mesh generateMesh(std::size_t triangles, auto& random)
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{
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std::uniform_real_distribution<float> distribution(0.0, 1.0);
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std::vector<float> vertices;
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std::vector<int> indices;
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std::vector<AreaType> areaTypes;
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if (distribution(random) < 0.939)
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{
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generateVertices(std::back_inserter(vertices), triangles * 2.467, random);
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generateIndices(std::back_inserter(indices), static_cast<int>(vertices.size() / 3) - 1,
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vertices.size() * 1.279, random);
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generateAreaTypes(std::back_inserter(areaTypes), indices.size() / 3, random);
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}
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return Mesh(std::move(indices), std::move(vertices), std::move(areaTypes));
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}
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Heightfield generateHeightfield(auto& random)
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{
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std::uniform_real_distribution<float> distribution(0.0, 1.0);
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Heightfield result;
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result.mCellPosition = generateVec2i(1000, random);
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result.mCellSize = ESM::Land::REAL_SIZE;
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result.mMinHeight = distribution(random);
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result.mMaxHeight = result.mMinHeight + 1.0;
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result.mLength = static_cast<std::uint8_t>(ESM::Land::LAND_SIZE);
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std::generate_n(
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std::back_inserter(result.mHeights), ESM::Land::LAND_NUM_VERTS, [&] { return distribution(random); });
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result.mOriginalSize = ESM::Land::LAND_SIZE;
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result.mMinX = 0;
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result.mMinY = 0;
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return result;
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}
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FlatHeightfield generateFlatHeightfield(auto& random)
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{
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std::uniform_real_distribution<float> distribution(0.0, 1.0);
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FlatHeightfield result;
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result.mCellPosition = generateVec2i(1000, random);
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result.mCellSize = ESM::Land::REAL_SIZE;
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result.mHeight = distribution(random);
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return result;
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}
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Key generateKey(std::size_t triangles, auto& random)
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{
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const CollisionShapeType agentShapeType = CollisionShapeType::Aabb;
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const osg::Vec3f agentHalfExtents = generateAgentHalfExtents(0.5, 1.5, random);
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const TilePosition tilePosition = generateVec2i(10000, random);
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const Version version{
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.mGeneration = std::uniform_int_distribution<std::size_t>(0, 100)(random),
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.mRevision = std::uniform_int_distribution<std::size_t>(0, 10000)(random),
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};
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Mesh mesh = generateMesh(triangles, random);
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std::vector<CellWater> water;
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generateWater(std::back_inserter(water), 1, random);
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RecastMesh recastMesh(version, std::move(mesh), std::move(water), { generateHeightfield(random) },
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{ generateFlatHeightfield(random) }, {});
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return Key{ AgentBounds{ agentShapeType, agentHalfExtents }, tilePosition, std::move(recastMesh) };
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}
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constexpr std::size_t trianglesPerTile = 239;
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void generateKeys(std::output_iterator<Key> auto out, std::size_t count, auto& random)
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{
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std::generate_n(out, count, [&] { return generateKey(trianglesPerTile, random); });
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}
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void fillCache(std::output_iterator<Key> auto out, auto& random, NavMeshTilesCache& cache)
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{
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std::size_t size = cache.getStats().mNavMeshCacheSize;
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while (true)
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{
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Key key = generateKey(trianglesPerTile, random);
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cache.set(key.mAgentBounds, key.mTilePosition, key.mRecastMesh, std::make_unique<PreparedNavMeshData>());
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*out++ = std::move(key);
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const std::size_t newSize = cache.getStats().mNavMeshCacheSize;
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if (size >= newSize)
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break;
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size = newSize;
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}
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}
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template <std::size_t maxCacheSize, int hitPercentage>
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void getFromFilledCache(benchmark::State& state)
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{
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NavMeshTilesCache cache(maxCacheSize);
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std::minstd_rand random;
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std::vector<Key> keys;
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fillCache(std::back_inserter(keys), random, cache);
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generateKeys(std::back_inserter(keys), keys.size() * (100 - hitPercentage) / 100, random);
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std::size_t n = 0;
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for (auto _ : state)
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{
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const auto& key = keys[n++ % keys.size()];
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auto result = cache.get(key.mAgentBounds, key.mTilePosition, key.mRecastMesh);
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benchmark::DoNotOptimize(result);
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}
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}
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void getFromFilledCache_1m_100hit(benchmark::State& state)
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{
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getFromFilledCache<1 * 1024 * 1024, 100>(state);
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}
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void getFromFilledCache_4m_100hit(benchmark::State& state)
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{
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getFromFilledCache<4 * 1024 * 1024, 100>(state);
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}
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void getFromFilledCache_16m_100hit(benchmark::State& state)
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{
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getFromFilledCache<16 * 1024 * 1024, 100>(state);
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}
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void getFromFilledCache_64m_100hit(benchmark::State& state)
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{
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getFromFilledCache<64 * 1024 * 1024, 100>(state);
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}
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void getFromFilledCache_1m_70hit(benchmark::State& state)
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{
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getFromFilledCache<1 * 1024 * 1024, 70>(state);
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}
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void getFromFilledCache_4m_70hit(benchmark::State& state)
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{
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getFromFilledCache<4 * 1024 * 1024, 70>(state);
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}
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void getFromFilledCache_16m_70hit(benchmark::State& state)
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{
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getFromFilledCache<16 * 1024 * 1024, 70>(state);
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}
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void getFromFilledCache_64m_70hit(benchmark::State& state)
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{
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getFromFilledCache<64 * 1024 * 1024, 70>(state);
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}
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template <std::size_t maxCacheSize>
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void setToBoundedNonEmptyCache(benchmark::State& state)
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{
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NavMeshTilesCache cache(maxCacheSize);
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std::minstd_rand random;
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std::vector<Key> keys;
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fillCache(std::back_inserter(keys), random, cache);
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generateKeys(std::back_inserter(keys), keys.size() * 2, random);
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std::reverse(keys.begin(), keys.end());
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std::size_t n = 0;
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while (state.KeepRunning())
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{
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const auto& key = keys[n++ % keys.size()];
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auto result = cache.set(
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key.mAgentBounds, key.mTilePosition, key.mRecastMesh, std::make_unique<PreparedNavMeshData>());
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benchmark::DoNotOptimize(result);
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}
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}
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void setToBoundedNonEmptyCache_1m(benchmark::State& state)
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{
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setToBoundedNonEmptyCache<1 * 1024 * 1024>(state);
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}
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void setToBoundedNonEmptyCache_4m(benchmark::State& state)
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{
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setToBoundedNonEmptyCache<4 * 1024 * 1024>(state);
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}
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void setToBoundedNonEmptyCache_16m(benchmark::State& state)
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{
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setToBoundedNonEmptyCache<16 * 1024 * 1024>(state);
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}
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void setToBoundedNonEmptyCache_64m(benchmark::State& state)
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{
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setToBoundedNonEmptyCache<64 * 1024 * 1024>(state);
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}
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} // namespace
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BENCHMARK(getFromFilledCache_1m_100hit);
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BENCHMARK(getFromFilledCache_4m_100hit);
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BENCHMARK(getFromFilledCache_16m_100hit);
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BENCHMARK(getFromFilledCache_64m_100hit);
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BENCHMARK(getFromFilledCache_1m_70hit);
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BENCHMARK(getFromFilledCache_4m_70hit);
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BENCHMARK(getFromFilledCache_16m_70hit);
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BENCHMARK(getFromFilledCache_64m_70hit);
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BENCHMARK(setToBoundedNonEmptyCache_1m);
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BENCHMARK(setToBoundedNonEmptyCache_4m);
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BENCHMARK(setToBoundedNonEmptyCache_16m);
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BENCHMARK(setToBoundedNonEmptyCache_64m);
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BENCHMARK_MAIN();
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