bevy/examples/stress_tests/many_cubes.rs
Patrick Walton f9cc91d5a1
Intern mesh vertex buffer layouts so that we don't have to compare them over and over. (#12216)
Although we cached hashes of `MeshVertexBufferLayout`, we were paying
the cost of `PartialEq` on `InnerMeshVertexBufferLayout` for every
entity, every frame. This patch changes that logic to place
`MeshVertexBufferLayout`s in `Arc`s so that they can be compared and
hashed by pointer. This results in a 28% speedup in the
`queue_material_meshes` phase of `many_cubes`, with frustum culling
disabled.

Additionally, this patch contains two minor changes:

1. This commit flattens the specialized mesh pipeline cache to one level
of hash tables instead of two. This saves a hash lookup.

2. The example `many_cubes` has been given a `--no-frustum-culling`
flag, to aid in benchmarking.

See the Tracy profile:

<img width="1064" alt="Screenshot 2024-02-29 144406"
src="https://github.com/bevyengine/bevy/assets/157897/18632f1d-1fdd-4ac7-90ed-2d10306b2a1e">

## Migration guide

* Duplicate `MeshVertexBufferLayout`s are now combined into a single
object, `MeshVertexBufferLayoutRef`, which contains an
atomically-reference-counted pointer to the layout. Code that was using
`MeshVertexBufferLayout` may need to be updated to use
`MeshVertexBufferLayoutRef` instead.
2024-03-01 20:56:21 +00:00

325 lines
11 KiB
Rust

//! Simple benchmark to test per-entity draw overhead.
//!
//! To measure performance realistically, be sure to run this in release mode.
//! `cargo run --example many_cubes --release`
//!
//! By default, this arranges the meshes in a spherical pattern that
//! distributes the meshes evenly.
//!
//! See `cargo run --example many_cubes --release -- --help` for more options.
use std::{f64::consts::PI, str::FromStr};
use argh::FromArgs;
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
math::{DVec2, DVec3},
prelude::*,
render::{
render_asset::RenderAssetUsages,
render_resource::{Extent3d, TextureDimension, TextureFormat},
view::NoFrustumCulling,
},
window::{PresentMode, WindowResolution},
winit::{UpdateMode, WinitSettings},
};
use rand::{rngs::StdRng, seq::SliceRandom, Rng, SeedableRng};
#[derive(FromArgs, Resource)]
/// `many_cubes` stress test
struct Args {
/// how the cube instances should be positioned.
#[argh(option, default = "Layout::Sphere")]
layout: Layout,
/// whether to step the camera animation by a fixed amount such that each frame is the same across runs.
#[argh(switch)]
benchmark: bool,
/// whether to vary the material data in each instance.
#[argh(switch)]
vary_per_instance: bool,
/// the number of different textures from which to randomly select the material base color. 0 means no textures.
#[argh(option, default = "0")]
material_texture_count: usize,
/// whether to disable frustum culling, for stress testing purposes
#[argh(switch)]
no_frustum_culling: bool,
}
#[derive(Default, Clone)]
enum Layout {
Cube,
#[default]
Sphere,
}
impl FromStr for Layout {
type Err = String;
fn from_str(s: &str) -> Result<Self, Self::Err> {
match s {
"cube" => Ok(Self::Cube),
"sphere" => Ok(Self::Sphere),
_ => Err(format!(
"Unknown layout value: '{}', valid options: 'cube', 'sphere'",
s
)),
}
}
}
fn main() {
// `from_env` panics on the web
#[cfg(not(target_arch = "wasm32"))]
let args: Args = argh::from_env();
#[cfg(target_arch = "wasm32")]
let args = Args::from_args(&[], &[]).unwrap();
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
present_mode: PresentMode::AutoNoVsync,
resolution: WindowResolution::new(1920.0, 1080.0)
.with_scale_factor_override(1.0),
..default()
}),
..default()
}),
FrameTimeDiagnosticsPlugin,
LogDiagnosticsPlugin::default(),
))
.insert_resource(WinitSettings {
focused_mode: UpdateMode::Continuous,
unfocused_mode: UpdateMode::Continuous,
})
.insert_resource(args)
.add_systems(Startup, setup)
.add_systems(Update, (move_camera, print_mesh_count))
.run();
}
const WIDTH: usize = 200;
const HEIGHT: usize = 200;
fn setup(
mut commands: Commands,
args: Res<Args>,
mut meshes: ResMut<Assets<Mesh>>,
material_assets: ResMut<Assets<StandardMaterial>>,
images: ResMut<Assets<Image>>,
) {
warn!(include_str!("warning_string.txt"));
let args = args.into_inner();
let images = images.into_inner();
let material_assets = material_assets.into_inner();
let mesh = meshes.add(Cuboid::default());
let material_textures = init_textures(args, images);
let materials = init_materials(args, &material_textures, material_assets);
let mut material_rng = StdRng::seed_from_u64(42);
match args.layout {
Layout::Sphere => {
// NOTE: This pattern is good for testing performance of culling as it provides roughly
// the same number of visible meshes regardless of the viewing angle.
const N_POINTS: usize = WIDTH * HEIGHT * 4;
// NOTE: f64 is used to avoid precision issues that produce visual artifacts in the distribution
let radius = WIDTH as f64 * 2.5;
let golden_ratio = 0.5f64 * (1.0f64 + 5.0f64.sqrt());
for i in 0..N_POINTS {
let spherical_polar_theta_phi =
fibonacci_spiral_on_sphere(golden_ratio, i, N_POINTS);
let unit_sphere_p = spherical_polar_to_cartesian(spherical_polar_theta_phi);
let mut cube = commands.spawn(PbrBundle {
mesh: mesh.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_translation((radius * unit_sphere_p).as_vec3()),
..default()
});
if args.no_frustum_culling {
cube.insert(NoFrustumCulling);
}
}
// camera
commands.spawn(Camera3dBundle::default());
}
_ => {
// NOTE: This pattern is good for demonstrating that frustum culling is working correctly
// as the number of visible meshes rises and falls depending on the viewing angle.
for x in 0..WIDTH {
for y in 0..HEIGHT {
// introduce spaces to break any kind of moiré pattern
if x % 10 == 0 || y % 10 == 0 {
continue;
}
// cube
commands.spawn(PbrBundle {
mesh: mesh.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_xyz((x as f32) * 2.5, (y as f32) * 2.5, 0.0),
..default()
});
commands.spawn(PbrBundle {
mesh: mesh.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_xyz(
(x as f32) * 2.5,
HEIGHT as f32 * 2.5,
(y as f32) * 2.5,
),
..default()
});
commands.spawn(PbrBundle {
mesh: mesh.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_xyz((x as f32) * 2.5, 0.0, (y as f32) * 2.5),
..default()
});
commands.spawn(PbrBundle {
mesh: mesh.clone(),
material: materials.choose(&mut material_rng).unwrap().clone(),
transform: Transform::from_xyz(0.0, (x as f32) * 2.5, (y as f32) * 2.5),
..default()
});
}
}
// camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(WIDTH as f32, HEIGHT as f32, WIDTH as f32),
..default()
});
}
}
commands.spawn(DirectionalLightBundle::default());
}
fn init_textures(args: &Args, images: &mut Assets<Image>) -> Vec<Handle<Image>> {
let mut color_rng = StdRng::seed_from_u64(42);
let color_bytes: Vec<u8> = (0..(args.material_texture_count * 4))
.map(|i| if (i % 4) == 3 { 255 } else { color_rng.gen() })
.collect();
color_bytes
.chunks(4)
.map(|pixel| {
images.add(Image::new_fill(
Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
TextureDimension::D2,
pixel,
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::RENDER_WORLD,
))
})
.collect()
}
fn init_materials(
args: &Args,
textures: &[Handle<Image>],
assets: &mut Assets<StandardMaterial>,
) -> Vec<Handle<StandardMaterial>> {
let capacity = if args.vary_per_instance {
match args.layout {
Layout::Cube => (WIDTH - WIDTH / 10) * (HEIGHT - HEIGHT / 10),
Layout::Sphere => WIDTH * HEIGHT * 4,
}
} else {
args.material_texture_count
}
.max(1);
let mut materials = Vec::with_capacity(capacity);
materials.push(assets.add(StandardMaterial {
base_color: Color::WHITE,
base_color_texture: textures.first().cloned(),
..default()
}));
let mut color_rng = StdRng::seed_from_u64(42);
let mut texture_rng = StdRng::seed_from_u64(42);
materials.extend(
std::iter::repeat_with(|| {
assets.add(StandardMaterial {
base_color: Color::srgb_u8(color_rng.gen(), color_rng.gen(), color_rng.gen()),
base_color_texture: textures.choose(&mut texture_rng).cloned(),
..default()
})
})
.take(capacity - materials.len()),
);
materials
}
// NOTE: This epsilon value is apparently optimal for optimizing for the average
// nearest-neighbor distance. See:
// http://extremelearning.com.au/how-to-evenly-distribute-points-on-a-sphere-more-effectively-than-the-canonical-fibonacci-lattice/
// for details.
const EPSILON: f64 = 0.36;
fn fibonacci_spiral_on_sphere(golden_ratio: f64, i: usize, n: usize) -> DVec2 {
DVec2::new(
PI * 2. * (i as f64 / golden_ratio),
(1.0 - 2.0 * (i as f64 + EPSILON) / (n as f64 - 1.0 + 2.0 * EPSILON)).acos(),
)
}
fn spherical_polar_to_cartesian(p: DVec2) -> DVec3 {
let (sin_theta, cos_theta) = p.x.sin_cos();
let (sin_phi, cos_phi) = p.y.sin_cos();
DVec3::new(cos_theta * sin_phi, sin_theta * sin_phi, cos_phi)
}
// System for rotating the camera
fn move_camera(
time: Res<Time>,
args: Res<Args>,
mut camera_query: Query<&mut Transform, With<Camera>>,
) {
let mut camera_transform = camera_query.single_mut();
let delta = 0.15
* if args.benchmark {
1.0 / 60.0
} else {
time.delta_seconds()
};
camera_transform.rotate_z(delta);
camera_transform.rotate_x(delta);
}
// System for printing the number of meshes on every tick of the timer
fn print_mesh_count(
time: Res<Time>,
mut timer: Local<PrintingTimer>,
sprites: Query<(&Handle<Mesh>, &ViewVisibility)>,
) {
timer.tick(time.delta());
if timer.just_finished() {
info!(
"Meshes: {} - Visible Meshes {}",
sprites.iter().len(),
sprites.iter().filter(|(_, vis)| vis.get()).count(),
);
}
}
#[derive(Deref, DerefMut)]
struct PrintingTimer(Timer);
impl Default for PrintingTimer {
fn default() -> Self {
Self(Timer::from_seconds(1.0, TimerMode::Repeating))
}
}