forked from EngoEngine/engo
/
benchmarks_test.go
81 lines (67 loc) · 1.65 KB
/
benchmarks_test.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
package engi
import (
"github.com/paked/engi/ecs"
"testing"
)
type NilSystem struct {
*ecs.System
}
func (ns *NilSystem) New() {
ns.System = ecs.NewSystem()
}
func (*NilSystem) Update(*ecs.Entity, float32) {}
func (*NilSystem) Type() string {
return "NilSystem"
}
// BenchmarkEmpty creates the game, and measures the runtime of a single frame, w/o anything set up
func BenchmarkEmpty(b *testing.B) {
preload := func() {}
setup := func(w *ecs.World) {}
Bench(b, preload, setup)
}
// BenchmarkSystem10 creates 10 `NilSystem`s
func BenchmarkSystem10(b *testing.B) {
const count = 10
preload := func() {}
setup := func(w *ecs.World) {
for i := 0; i < count; i++ {
w.AddSystem(&NilSystem{})
}
}
Bench(b, preload, setup)
}
// BenchmarkSystem1000 creates 1000 `NilSystem`s
func BenchmarkSystem1000(b *testing.B) {
const count = 1000
preload := func() {}
setup := func(w *ecs.World) {
for i := 0; i < count; i++ {
w.AddSystem(&NilSystem{})
}
}
Bench(b, preload, setup)
}
// BenchmarkEntity10 creates 10 `Entity`s which all depend on the `NilSystem`
func BenchmarkEntity10(b *testing.B) {
const count = 10
preload := func() {}
setup := func(w *ecs.World) {
w.AddSystem(&NilSystem{})
for i := 0; i < count; i++ {
w.AddEntity(ecs.NewEntity([]string{"NilSystem"}))
}
}
Bench(b, preload, setup)
}
// BenchmarkEntity1000 creates 1000 `Entity`s which all depend on the `NilSystem`
func BenchmarkEntity1000(b *testing.B) {
const count = 1000
preload := func() {}
setup := func(w *ecs.World) {
w.AddSystem(&NilSystem{})
for i := 0; i < count; i++ {
w.AddEntity(ecs.NewEntity([]string{"NilSystem"}))
}
}
Bench(b, preload, setup)
}