Add stress test for many ui elements (#5253)

# Objective

Bevy need a way to benchmark UI rendering code,
this PR adds a stress test that spawns a lot of buttons.

## Solution

- Add the `many_buttons` stress test.

---

## Changelog

- Add the `many_buttons` stress test.
This commit is contained in:
Nicola Papale 2022-07-21 14:39:03 +00:00
parent 1c23421f41
commit a96b3b2e2f
3 changed files with 120 additions and 0 deletions

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@ -1254,6 +1254,16 @@ description = "Displays many animated sprites in a grid arrangement with slight
category = "Stress Tests" category = "Stress Tests"
wasm = true wasm = true
[[example]]
name = "many_buttons"
path = "examples/stress_tests/many_buttons.rs"
[package.metadata.example.many_buttons]
name = "Many Buttons"
description = "Test rendering of many UI elements"
category = "Stress Tests"
wasm = true
[[example]] [[example]]
name = "many_cubes" name = "many_cubes"
path = "examples/stress_tests/many_cubes.rs" path = "examples/stress_tests/many_cubes.rs"

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@ -279,6 +279,7 @@ Example | Description
--- | --- --- | ---
[Bevymark](../examples/stress_tests/bevymark.rs) | A heavy sprite rendering workload to benchmark your system with Bevy [Bevymark](../examples/stress_tests/bevymark.rs) | A heavy sprite rendering workload to benchmark your system with Bevy
[Many Animated Sprites](../examples/stress_tests/many_animated_sprites.rs) | Displays many animated sprites in a grid arrangement with slight offsets to their animation timers. Used for performance testing. [Many Animated Sprites](../examples/stress_tests/many_animated_sprites.rs) | Displays many animated sprites in a grid arrangement with slight offsets to their animation timers. Used for performance testing.
[Many Buttons](../examples/stress_tests/many_buttons.rs) | Test rendering of many UI elements
[Many Cubes](../examples/stress_tests/many_cubes.rs) | Simple benchmark to test per-entity draw overhead. Run with the `sphere` argument to test frustum culling [Many Cubes](../examples/stress_tests/many_cubes.rs) | Simple benchmark to test per-entity draw overhead. Run with the `sphere` argument to test frustum culling
[Many Foxes](../examples/stress_tests/many_foxes.rs) | Loads an animated fox model and spawns lots of them. Good for testing skinned mesh performance. Takes an unsigned integer argument for the number of foxes to spawn. Defaults to 1000 [Many Foxes](../examples/stress_tests/many_foxes.rs) | Loads an animated fox model and spawns lots of them. Good for testing skinned mesh performance. Takes an unsigned integer argument for the number of foxes to spawn. Defaults to 1000
[Many Lights](../examples/stress_tests/many_lights.rs) | Simple benchmark to test rendering many point lights. Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights [Many Lights](../examples/stress_tests/many_lights.rs) | Simple benchmark to test rendering many point lights. Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights

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@ -0,0 +1,109 @@
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
window::PresentMode,
};
// For a total of 110 * 110 = 12100 buttons with text
const ROW_COLUMN_COUNT: usize = 110;
const FONT_SIZE: f32 = 7.0;
/// This example shows what happens when there is a lot of buttons on screen.
fn main() {
App::new()
.insert_resource(WindowDescriptor {
present_mode: PresentMode::Immediate,
..default()
})
.add_plugins(DefaultPlugins)
.add_plugin(FrameTimeDiagnosticsPlugin::default())
.add_plugin(LogDiagnosticsPlugin::default())
.init_resource::<UiFont>()
.add_startup_system(setup)
.add_system(button_system)
.run();
}
#[derive(Component)]
struct IdleColor(UiColor);
fn button_system(
mut interaction_query: Query<(&Interaction, &mut UiColor, &IdleColor), Changed<Interaction>>,
) {
for (interaction, mut material, IdleColor(idle_color)) in interaction_query.iter_mut() {
if matches!(interaction, Interaction::Hovered) {
*material = Color::ORANGE_RED.into();
} else {
*material = *idle_color;
}
}
}
struct UiFont(Handle<Font>);
impl FromWorld for UiFont {
fn from_world(world: &mut World) -> Self {
let asset_server = world.get_resource::<AssetServer>().unwrap();
UiFont(asset_server.load("fonts/FiraSans-Bold.ttf"))
}
}
fn setup(mut commands: Commands, font: Res<UiFont>) {
let count = ROW_COLUMN_COUNT;
let count_f = count as f32;
let as_rainbow = |i: usize| Color::hsl((i as f32 / count_f) * 360.0, 0.9, 0.8);
commands.spawn_bundle(Camera2dBundle::default());
commands
.spawn_bundle(NodeBundle {
style: Style {
size: Size::new(Val::Percent(100.0), Val::Percent(100.0)),
..default()
},
..default()
})
.with_children(|commands| {
for i in 0..count {
for j in 0..count {
let color = as_rainbow(j % i.max(1)).into();
spawn_button(commands, font.0.clone_weak(), color, count_f, i, j);
}
}
});
}
fn spawn_button(
commands: &mut ChildBuilder,
font: Handle<Font>,
color: UiColor,
total: f32,
i: usize,
j: usize,
) {
let width = 90.0 / total;
commands
.spawn_bundle(ButtonBundle {
style: Style {
size: Size::new(Val::Percent(width), Val::Percent(width)),
position: UiRect {
bottom: Val::Percent(100.0 / total * i as f32),
left: Val::Percent(100.0 / total * j as f32),
..default()
},
align_items: AlignItems::Center,
position_type: PositionType::Absolute,
..default()
},
color,
..default()
})
.with_children(|commands| {
commands.spawn_bundle(TextBundle::from_section(
format!("{i}, {j}"),
TextStyle {
font,
font_size: FONT_SIZE,
color: Color::rgb(0.2, 0.2, 0.2),
},
));
})
.insert(IdleColor(color));
}