Adding benchmark
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@@ -0,0 +1,5 @@
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target_sources(Benchmark
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PUBLIC
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main.cpp
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PlayView.h
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PlayView.cpp)
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@@ -0,0 +1,63 @@
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#include "PlayView.h"
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#include "Window/Window.h"
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#include <fstream>
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#include <fmt/format.h>
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using namespace Seele;
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PlayView::PlayView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath, bool useMeshCulling)
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: GameView(graphics, window, createInfo, dllPath) {
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getGlobals().useDepthCulling = useMeshCulling;
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queryThread = std::thread([&]() {
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PRenderGraphResources res = renderGraph.getResources();
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Gfx::PPipelineStatisticsQuery cachedQuery = res->requestQuery("CACHED_QUERY");
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Gfx::PPipelineStatisticsQuery depthQuery = res->requestQuery("DEPTH_QUERY");
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Gfx::PPipelineStatisticsQuery baseQuery = res->requestQuery("BASEPASS_QUERY");
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Gfx::PPipelineStatisticsQuery lightCullQuery = res->requestQuery("LIGHTCULL_QUERY");
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Gfx::PPipelineStatisticsQuery visibilityQuery = res->requestQuery("VISIBILITY_QUERY");
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Gfx::PTimestampQuery timeQuery = res->requestTimestampQuery("TIMESTAMP");
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std::ofstream stats(fmt::format("stats{}.csv", useMeshCulling ? "" : "NOCULL"));
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stats << std::fixed << std::setprecision(0);
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stats << "RelTime,"
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<< "CachedIAV,CachedIAP,CachedVS,CachedClipInv,CachedClipPrim,CachedFS,CachedCS,CachedTS,CachedMS,"
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<< "DepthIAV,DepthIAP,DepthVS,DepthClipInv,DepthClipPrim,DepthFS,DepthCS,DepthTS,DepthMS,"
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<< "BaseIAV,BaseIAP,BaseVS,BaseClipInv,BaseClipPrim,BaseFS,BaseCS,BaseTS,BaseMS,"
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<< "LightCullIAV,LightCullIAP,LightCullVS,LightCullClipInv,LightCullClipPrim,LightCullFS,LightCullCS,LightCullTS,LightCullMS,"
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<< "VisibilityIAV,VisibilityIAP,VisibilityVS,VisibilityClipInv,VisibilityClipPrim,VisibilityFS,VisibilityCS,VisibilityTS,"
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"VisibilityMS,"
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<< "CACHED,MIPGEN,DEPTHCULL,VISIBILITY,LIGHTCULL,BASE,FrameTime" << std::endl;
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float start = 0;
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std::this_thread::sleep_for(std::chrono::milliseconds(500));
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while (getGlobals().running) {
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auto timestamps = timeQuery->getResults();
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auto cachedResults = cachedQuery->getResults();
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auto depthResults = depthQuery->getResults();
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auto baseResults = baseQuery->getResults();
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auto lightCullResults = lightCullQuery->getResults();
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auto visiblityResults = visibilityQuery->getResults();
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if (start == 0) {
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start = timestamps[0].time;
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}
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stats << timestamps[0].time - start << "," << cachedResults << depthResults << baseResults << lightCullResults
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<< visiblityResults << timestamps[1].time - timestamps[0].time << "," << timestamps[2].time - timestamps[1].time << ","
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<< timestamps[3].time - timestamps[2].time << "," << timestamps[4].time - timestamps[3].time << ","
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<< timestamps[5].time - timestamps[4].time << "," << timestamps[6].time - timestamps[5].time << ","
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<< timestamps[6].time - timestamps[0].time << std::endl;
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stats.flush();
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}
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});
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}
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PlayView::~PlayView() {}
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void PlayView::beginUpdate() { GameView::beginUpdate(); }
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void PlayView::update() { GameView::update(); }
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void PlayView::commitUpdate() { GameView::commitUpdate(); }
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void PlayView::prepareRender() { GameView::prepareRender(); }
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void PlayView::render() { GameView::render(); }
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void PlayView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier) { GameView::keyCallback(code, action, modifier); }
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@@ -0,0 +1,22 @@
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#pragma once
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#include "Window/GameView.h"
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namespace Seele {
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class PlayView : public GameView {
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public:
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PlayView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath, bool useMeshCulling);
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virtual ~PlayView();
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virtual void beginUpdate() override;
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virtual void update() override;
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virtual void commitUpdate() override;
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virtual void prepareRender() override;
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virtual void render() override;
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virtual void keyCallback(Seele::KeyCode code, Seele::InputAction action, Seele::KeyModifier modifier) override;
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private:
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std::thread queryThread;
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};
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DECLARE_REF(PlayView)
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} // namespace Seele
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@@ -0,0 +1,60 @@
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#include "Asset/AssetRegistry.h"
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#include "Graphics/Initializer.h"
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#include "Graphics/StaticMeshVertexData.h"
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#include "Graphics/Vulkan/Graphics.h"
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#include "PlayView.h"
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#include "Window/WindowManager.h"
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#include <fmt/core.h>
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#include <random>
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using namespace Seele;
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// make it global so it gets deleted last and automatically
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static Gfx::OGraphics graphics;
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int main(int argc, char** argv) {
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if (argc > 2)
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{
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return -1;
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}
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bool useDepthCulling = true;
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if (argc == 2 && strcmp(argv[1], "NOCULL") == 0)
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{
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useDepthCulling = false;
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}
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std::filesystem::path binaryPath = "MeshShadingDemo.dll";
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graphics = new Vulkan::Graphics();
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GraphicsInitializer initializer;
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graphics->init(initializer);
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StaticMeshVertexData* vd = StaticMeshVertexData::getInstance();
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vd->init(graphics);
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OWindowManager windowManager = new WindowManager();
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AssetRegistry::init("Assets", graphics);
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vd->commitMeshes();
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WindowCreateInfo mainWindowInfo = {
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.width = 1920,
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.height = 1080,
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.title = "Benchmark",
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.preferredFormat = Gfx::SE_FORMAT_B8G8R8A8_SRGB,
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};
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auto window = windowManager->addWindow(graphics, mainWindowInfo);
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ViewportCreateInfo sceneViewInfo = {
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.dimensions =
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{
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.size = {1920, 1080},
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.offset = {0, 0},
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},
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.numSamples = Gfx::SE_SAMPLE_COUNT_4_BIT,
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};
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OGameView sceneView = new PlayView(graphics, window, sceneViewInfo, binaryPath.generic_string(), useDepthCulling);
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sceneView->setFocused();
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while (windowManager->isActive()) {
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windowManager->render();
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}
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vd->destroy();
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return 0;
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}
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