Test the collision scan, and measure what it costs
`spr_collisions()` had no test. `tests/sprite_verbs.c` drives the collision path end to end but through a mock backend, so the real overlap arithmetic in `src/sprite_akgl.c` could have changed what `BUMP(1)` reports for every program in existence and the suite would still have printed 110/110. That gap is closed here, before anything touches the arithmetic, so that there is a *before* to compare an *after* against. Six cases against the real akgl backend: nothing defined, two sprites overlapping, edge-to-edge, a hidden sprite, and the x-expand bit doubling the box that collides rather than only the one that draws. Edge-to-edge earns its place -- the test is a strict `<`, a tile-aligned program puts sprites there constantly, and a replacement answering "touching" instead of "overlapping" would change every one of them silently. **The seventh is the cross-shaped overlap**, and it is the one to watch. A tall thin sprite crossing a short wide one overlaps without either rectangle holding a corner of the other; `akgl_collide_rectangles()` is documented as answering "no" there, which is why `src/sprite_akgl.c` does the four comparisons itself rather than calling it. Two further assertions stop that test passing by accident: each sprite is moved clear along the axis it is supposed to be short on, so a sprite that came out the wrong size fails rather than quietly reporting an ordinary overlap. `tests/collision_perf.c` answers the question nobody had measured. The service runs at the top of every interpreter *step* and the frontend takes 256 steps per rendered frame, so a busy program scans up to 256 times a frame over sprites that have not moved. At RelWithDebInfo, scale 10, best of 5: the scan is 96.3 ns at eight overlapping sprites and 19.4 ns at none, against a rendered frame of 1.17 ms. **256 scans is 24.7 us, or 2.1% of a frame, in the pathological case, and 0.42% for a program with no sprites.** So the per-step cadence stays. It is what makes a collision report describe where the sprites have just been moved to rather than where they were, and 2% of a frame in a case no real program reaches is not worth changing when a handler fires for every program that already works. The numbers and that conclusion are in `MAINTENANCE.md` so it does not get re-argued. The benchmark borrows libakgl's `benchutil.h` by include path rather than copying it, the way the fixture font is already borrowed, and is labelled `perf` so `ctest -LE perf` can leave it out. It runs at scale 1 in the ordinary suite -- 1.2 seconds -- because a benchmark nothing ever builds is a benchmark that rots. Both suites green: 111 with akgl, 110 without. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
This commit is contained in:
@@ -549,6 +549,203 @@ static akerr_ErrorContext AKERR_NOIGNORE *test_sprite_from_shape(void)
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Run one program and report the collision mask the device computes.
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*
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* Straight at the backend rather than through `BUMP(1)`, because what is under
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* test is the overlap arithmetic and not the accumulate-and-clear the runtime
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* wraps it in -- that half is already covered by tests/sprite_verbs.c against a
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* mock. Going through BUMP here would assert both at once and blame the wrong
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* one when either broke.
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*/
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static akerr_ErrorContext AKERR_NOIGNORE *mask_for(const char *source, uint16_t *dest)
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{
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PREPARE_ERROR(errctx);
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PASS(errctx, start_runtime(source));
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TEST_REQUIRE_STR(OUTPUT, "");
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PASS(errctx, SPRITES.collisions(&SPRITES, dest));
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief What spr_collisions() answers, pinned before anything replaces it.
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*
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* **This code had no test at all.** tests/sprite_verbs.c drives the collision
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* path end to end but through a mock backend, so the real overlap arithmetic
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* could have changed what BUMP(1) reports for every program in existence and the
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* suite would still have passed. That is the gap this closes, and it is closed
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* *before* the arithmetic is touched so there is a before to compare an after
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* against.
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*
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* Two of the cases below are the ones a replacement is most likely to get wrong,
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* and each says so where it stands.
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*/
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static akerr_ErrorContext AKERR_NOIGNORE *test_collision_pairs(void)
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{
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PREPARE_ERROR(errctx);
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uint16_t mask = 0;
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/* Nothing defined: no actor, so nothing to compare and nothing set. */
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PASS(errctx, mask_for("10 X# = 0\n", &mask));
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TEST_REQUIRE_INT(mask, 0);
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stop_runtime();
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/*
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* Two 24x21 patterns overlapping. Bit n-1 is sprite n, so sprites 1 and 2
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* are 0x03.
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*/
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PASS(errctx, mask_for("10 DIM P#(63)\n"
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"20 FOR I# = 0 TO 62\n"
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"30 P#(I#) = 255\n"
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"40 NEXT I#\n"
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"50 SPRSAV P#, 1\n"
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"60 SPRSAV P#, 2\n"
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"70 SPRITE 1, 1\n"
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"80 SPRITE 2, 1\n"
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"90 MOVSPR 1, 10, 10\n"
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"100 MOVSPR 2, 20, 20\n", &mask));
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TEST_REQUIRE_INT(mask, 0x03);
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stop_runtime();
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/*
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* **Edge to edge is not a collision.** Sprite 1 spans x 10..33 inclusive and
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* sprite 2 starts at 34, so the test is `ax + aw < bx + 1` -- the strict `<`
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* in spr_collisions(). A tile-aligned program puts sprites here constantly,
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* and a replacement that answers "touching" instead of "overlapping" changes
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* every one of them.
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*/
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PASS(errctx, mask_for("10 DIM P#(63)\n"
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"20 FOR I# = 0 TO 62\n"
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"30 P#(I#) = 255\n"
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"40 NEXT I#\n"
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"50 SPRSAV P#, 1\n"
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"60 SPRSAV P#, 2\n"
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"70 SPRITE 1, 1\n"
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"80 SPRITE 2, 1\n"
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"90 MOVSPR 1, 10, 10\n"
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"100 MOVSPR 2, 34, 10\n", &mask));
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TEST_REQUIRE_INT(mask, 0);
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stop_runtime();
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/* A hidden sprite is not in the world, whatever its coordinates say. */
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PASS(errctx, mask_for("10 DIM P#(63)\n"
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"20 FOR I# = 0 TO 62\n"
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"30 P#(I#) = 255\n"
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"40 NEXT I#\n"
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"50 SPRSAV P#, 1\n"
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"60 SPRSAV P#, 2\n"
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"70 SPRITE 1, 1\n"
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"80 SPRITE 2, 0\n"
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"90 MOVSPR 1, 10, 10\n"
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"100 MOVSPR 2, 10, 10\n", &mask));
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TEST_REQUIRE_INT(mask, 0);
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stop_runtime();
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/*
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* The x-expand bit doubles the box that collides, not just the one that
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* draws. Sprite 1 unexpanded ends at x 33 and does not reach sprite 2 at 40;
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* expanded it spans 48 and does.
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*/
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PASS(errctx, mask_for("10 DIM P#(63)\n"
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"20 FOR I# = 0 TO 62\n"
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"30 P#(I#) = 255\n"
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"40 NEXT I#\n"
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"50 SPRSAV P#, 1\n"
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"60 SPRSAV P#, 2\n"
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"70 SPRITE 1, 1, 1, 0, 1, 0\n"
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"80 SPRITE 2, 1\n"
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"90 MOVSPR 1, 10, 10\n"
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"100 MOVSPR 2, 40, 10\n", &mask));
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TEST_REQUIRE_INT(mask, 0x03);
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stop_runtime();
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief A cross-shaped overlap is a collision, and it is the case to watch.
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*
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* A tall thin sprite crossing a short wide one overlaps without either
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* rectangle containing a corner of the other. libakgl's akgl_collide_rectangles()
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* is documented as answering "no" here -- a corner-containment test cannot see
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* it -- which is why src/sprite_akgl.c does the four comparisons itself rather
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* than calling it.
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*
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* So this assertion is the one that fails if collision is ever moved onto a
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* corner-containment implementation, and it is worth having before rather than
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* after such a move.
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*/
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static akerr_ErrorContext AKERR_NOIGNORE *test_collision_cross_shape(void)
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{
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PREPARE_ERROR(errctx);
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uint16_t mask = 0;
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/*
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* SSHAPE captures a region at whatever size it is asked for, and a sprite
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* made from one keeps that size -- which is the only way to get two sprites
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* of different aspect, since a DATA pattern is always 24 by 21.
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*
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* Sprite 1 is about 6 wide and 40 tall at (30, 10), so it spans roughly
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* x 30..36, y 10..50. Sprite 2 is about 40 wide and 6 tall at (10, 30), so
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* roughly x 10..50, y 30..36. They cross in the middle, and **neither holds
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* a corner of the other** -- which is the whole point.
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*
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* Nothing is drawn into either region first. Collision is by bounding box,
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* so what a sprite's pixels contain does not enter into it; the only thing
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* being borrowed from SSHAPE here is the size. That also keeps the margins
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* wide enough that SSHAPE's inclusive-bound question cannot decide the
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* answer either way.
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*/
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PASS(errctx, mask_for("10 GRAPHIC 1, 1\n"
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"20 SSHAPE V$, 0, 0, 6, 40\n"
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"30 SSHAPE H$, 0, 50, 40, 56\n"
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"40 SPRSAV V$, 1\n"
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"50 SPRSAV H$, 2\n"
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"60 SPRITE 1, 1\n"
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"70 SPRITE 2, 1\n"
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"80 MOVSPR 1, 30, 10\n"
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"90 MOVSPR 2, 10, 30\n", &mask));
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TEST_REQUIRE_INT(mask, 0x03);
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stop_runtime();
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/*
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* The two assertions that stop the one above from passing by accident.
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*
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* A cross is only a cross if the two sprites really are the long thin shapes
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* this test believes they are, and nothing above proves that -- two 40x40
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* blobs at the same coordinates would also report 0x03, for the ordinary
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* reason, and the test would look like it was doing its job. So move each
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* one clear along the axis it is *supposed* to be short on. A sprite that
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* came out the wrong size stays overlapping and fails here.
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*/
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PASS(errctx, mask_for("10 GRAPHIC 1, 1\n"
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"20 SSHAPE V$, 0, 0, 6, 40\n"
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"30 SSHAPE H$, 0, 50, 40, 56\n"
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"40 SPRSAV V$, 1\n"
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"50 SPRSAV H$, 2\n"
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"60 SPRITE 1, 1\n"
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"70 SPRITE 2, 1\n"
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"80 MOVSPR 1, 30, 10\n"
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"90 MOVSPR 2, 10, 60\n", &mask));
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TEST_REQUIRE_INT(mask, 0);
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stop_runtime();
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PASS(errctx, mask_for("10 GRAPHIC 1, 1\n"
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"20 SSHAPE V$, 0, 0, 6, 40\n"
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"30 SSHAPE H$, 0, 50, 40, 56\n"
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"40 SPRSAV V$, 1\n"
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"50 SPRSAV H$, 2\n"
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"60 SPRITE 1, 1\n"
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"70 SPRITE 2, 1\n"
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"80 MOVSPR 1, 60, 10\n"
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"90 MOVSPR 2, 10, 30\n", &mask));
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TEST_REQUIRE_INT(mask, 0);
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stop_runtime();
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SUCCEED_RETURN(errctx);
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}
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int main(void)
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{
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PREPARE_ERROR(errctx);
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@@ -615,6 +812,8 @@ int main(void)
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CATCH(errctx, test_sprite_from_file());
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CATCH(errctx, test_sprite_from_pattern());
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CATCH(errctx, test_sprite_from_shape());
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CATCH(errctx, test_collision_pairs());
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CATCH(errctx, test_collision_cross_shape());
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} CLEANUP {
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if ( font != NULL ) {
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TTF_CloseFont(font);
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246
tests/collision_perf.c
Normal file
246
tests/collision_perf.c
Normal file
@@ -0,0 +1,246 @@
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/**
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* @file collision_perf.c
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* @brief What the sprite collision scan costs, and what a frame costs beside it.
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*
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* This exists to settle one question with a number rather than an argument:
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* `akbasic_collision_service()` runs at the top of every interpreter *step*
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* (`src/runtime.c`), and the akgl frontend takes
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* #AKBASIC_FRONTEND_STEPS_PER_FRAME steps per rendered frame -- so a busy
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* program scans for collisions up to 256 times a frame, nearly always over
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* sprites that have not moved since the last scan. Whether that is worth
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* changing depends entirely on how the scan compares to the frame it sits
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* inside, and nobody had measured either.
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*
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* **The control row is the point.** A scan measured on its own is a number with
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* nothing to divide it by. `frame` renders what a real frame renders -- the
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* whole text grid and the sprites -- so the scan rows can be read as a fraction
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* of it. libakgl's own PERFORMANCE.md makes the same argument at length, and
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* records getting it wrong the first time by measuring queued work rather than
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* finished work.
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*
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* The harness is libakgl's, borrowed by include path rather than copied: it is
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* the house convention for a benchmark in these repositories, and a second copy
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* would be a fork.
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*
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* Labelled `perf` in CTest so `ctest -LE perf` skips it. Numbers taken at
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* `-O0`, which is what both checked-in build trees are, are not worth reading;
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* configure a RelWithDebInfo tree and run `AKGL_BENCH_SCALE=10 ctest -L perf`.
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* Budgets are report-only unless the build is optimised, which `benchutil.h`
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* enforces for exactly that reason.
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*/
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#include <string.h>
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#include <SDL3/SDL.h>
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#include <SDL3_ttf/SDL_ttf.h>
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#include <akerror.h>
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#include <akgl/error.h>
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#include <akgl/game.h>
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#include <akgl/heap.h>
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#include <akgl/registry.h>
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#include <akgl/renderer.h>
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#include <akgl/text.h>
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#include <akbasic/akgl.h>
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#include <akbasic/error.h>
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#include <akbasic/frontend.h>
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#include <akbasic/runtime.h>
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#include <akbasic/sink.h>
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#include <akbasic/sprite.h>
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#include "benchutil.h"
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/** @brief The window a real program gets from the standalone frontend. */
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#define TARGET_W 800
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#define TARGET_H 600
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static akbasic_Runtime RUNTIME;
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static akbasic_TextSink SINK;
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static akbasic_AkglSink SINKSTATE;
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static akbasic_GraphicsBackend GRAPHICS;
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static akbasic_AkglGraphics GRAPHICSSTATE;
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static akbasic_SpriteBackend SPRITES;
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static akbasic_AkglSprites SPRITESSTATE;
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static TTF_Font *font = NULL;
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/**
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* @brief Stand a runtime up on the real akgl devices and run @p source to completion.
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*
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* The akgl sink rather than the stdio one, because the control row has to render
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* the text layer and that is the only sink that draws.
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*/
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static akerr_ErrorContext AKERR_NOIGNORE *load(const char *source)
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{
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PREPARE_ERROR(errctx);
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PASS(errctx, akbasic_sink_init_akgl(&SINK, &SINKSTATE, akgl_renderer, font,
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TARGET_W, TARGET_H));
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PASS(errctx, akbasic_runtime_init(&RUNTIME, &SINK));
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PASS(errctx, akbasic_graphics_init_akgl(&GRAPHICS, &GRAPHICSSTATE, akgl_renderer));
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PASS(errctx, akbasic_sprite_init_akgl(&SPRITES, &SPRITESSTATE, akgl_renderer, &GRAPHICSSTATE));
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PASS(errctx, akbasic_runtime_set_devices(&RUNTIME, &GRAPHICS, NULL, NULL, &SPRITES));
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PASS(errctx, akbasic_runtime_load(&RUNTIME, source));
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PASS(errctx, akbasic_runtime_start(&RUNTIME, AKBASIC_MODE_RUN));
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PASS(errctx, akbasic_runtime_run(&RUNTIME, 0));
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief A program defining @p n sprites, all overlapping at the origin.
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*
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* Overlapping rather than scattered on purpose: it is the worst case for the
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* pair loop, since every pair that passes the visibility guards goes on to the
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* four comparisons and sets two bits. A scattered arrangement measures the
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* early-out instead, and the early-out is not the thing anybody is worried about.
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*/
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static void sprite_program(char *dest, size_t size, int n)
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{
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char line[128];
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int i = 0;
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snprintf(dest, size,
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"10 DIM P#(63)\n"
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"20 FOR I# = 0 TO 62\n"
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"30 P#(I#) = 255\n"
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"40 NEXT I#\n");
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for ( i = 1; i <= n; i++ ) {
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snprintf(line, sizeof(line),
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"%d SPRSAV P#, %d\n%d SPRITE %d, 1\n%d MOVSPR %d, 20, 20\n",
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100 + (i * 10), i,
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101 + (i * 10), i,
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102 + (i * 10), i);
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strncat(dest, line, size - strlen(dest) - 1);
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}
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}
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/** @brief Time the collision scan with @p n sprites live. */
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static akerr_ErrorContext AKERR_NOIGNORE *bench_scan(int n)
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{
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PREPARE_ERROR(errctx);
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akerr_ErrorContext *inner = NULL;
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char source[4096];
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char name[64];
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uint16_t mask = 0;
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int iterations = bench_iterations(200000);
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int i = 0;
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memset(source, 0, sizeof(source));
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sprite_program(source, sizeof(source), n);
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PASS(errctx, load(source));
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snprintf(name, sizeof(name), "spr_collisions, %d sprites", n);
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bench_start(name, "call", 0.0);
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BENCH_LOOP(inner, i, iterations, SPRITES.collisions(&SPRITES, &mask));
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bench_stop((uint64_t)iterations);
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PASS(errctx, inner);
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SUCCEED_RETURN(errctx);
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||||
}
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||||
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||||
/**
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||||
* @brief What one rendered frame costs: the text layer, the sprites and a present.
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||||
*
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||||
* The denominator. This is the same sequence and the same order
|
||||
* `akbasic_frontend_akgl_pump()` runs, so the ratio the scan rows are read
|
||||
* against is a real one rather than an analogy.
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||||
*/
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||||
static akerr_ErrorContext AKERR_NOIGNORE *bench_frame(void)
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||||
{
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||||
PREPARE_ERROR(errctx);
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||||
akerr_ErrorContext *inner = NULL;
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||||
char source[4096];
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||||
int iterations = bench_iterations(300);
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||||
int i = 0;
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||||
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||||
memset(source, 0, sizeof(source));
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||||
sprite_program(source, sizeof(source), 8);
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||||
/* A screenful of text, so the sink renders what a real program's sink renders. */
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||||
strncat(source,
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||||
"900 FOR R# = 0 TO 30\n"
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||||
"910 CHAR 1, 0, R#, \"THE QUICK BROWN FOX JUMPS OVER THE LAZY DOG 0123456789\"\n"
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||||
"920 NEXT R#\n",
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||||
sizeof(source) - strlen(source) - 1);
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||||
PASS(errctx, load(source));
|
||||
|
||||
bench_start("one rendered frame, 8 sprites + text grid", "frame", 0.0);
|
||||
for ( i = 0; i < iterations; i++ ) {
|
||||
inner = akbasic_sink_akgl_render(&SINK);
|
||||
if ( inner != NULL ) {
|
||||
break;
|
||||
}
|
||||
inner = akbasic_sprite_akgl_render(&SPRITES);
|
||||
if ( inner != NULL ) {
|
||||
break;
|
||||
}
|
||||
if ( !SDL_RenderPresent(akgl_renderer->sdl_renderer) ) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
bench_stop((uint64_t)iterations);
|
||||
PASS(errctx, inner);
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
int main(void)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
|
||||
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
|
||||
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
|
||||
|
||||
ATTEMPT {
|
||||
CATCH(errctx, akgl_error_init());
|
||||
akgl_renderer = &akgl_default_renderer;
|
||||
|
||||
FAIL_ZERO_BREAK(errctx, SDL_Init(SDL_INIT_VIDEO), AKGL_ERR_SDL,
|
||||
"Couldn't initialize SDL: %s", SDL_GetError());
|
||||
FAIL_ZERO_BREAK(errctx, TTF_Init(), AKGL_ERR_SDL,
|
||||
"Couldn't initialize SDL_ttf: %s", SDL_GetError());
|
||||
FAIL_ZERO_BREAK(errctx,
|
||||
SDL_CreateWindowAndRenderer("net/aklabs/akbasic/collision_perf",
|
||||
TARGET_W, TARGET_H, 0,
|
||||
&akgl_window, &akgl_renderer->sdl_renderer),
|
||||
AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
|
||||
CATCH(errctx, akgl_render_2d_bind(akgl_renderer));
|
||||
CATCH(errctx, akgl_heap_init());
|
||||
CATCH(errctx, akgl_registry_init());
|
||||
akgl_camera = &akgl_default_camera;
|
||||
akgl_camera->x = 0.0f;
|
||||
akgl_camera->y = 0.0f;
|
||||
akgl_camera->w = (float)TARGET_W;
|
||||
akgl_camera->h = (float)TARGET_H;
|
||||
|
||||
font = TTF_OpenFont(AKBASIC_TEST_FONT, 16);
|
||||
FAIL_ZERO_BREAK(errctx, font, AKGL_ERR_SDL,
|
||||
"Couldn't open %s: %s", AKBASIC_TEST_FONT, SDL_GetError());
|
||||
|
||||
CATCH(errctx, bench_scan(0));
|
||||
CATCH(errctx, bench_scan(2));
|
||||
CATCH(errctx, bench_scan(4));
|
||||
CATCH(errctx, bench_scan(8));
|
||||
CATCH(errctx, bench_frame());
|
||||
BENCH_REPORT_BREAK(errctx);
|
||||
} CLEANUP {
|
||||
if ( font != NULL ) {
|
||||
TTF_CloseFont(font);
|
||||
}
|
||||
TTF_Quit();
|
||||
if ( akgl_window != NULL ) {
|
||||
SDL_DestroyWindow(akgl_window);
|
||||
akgl_window = NULL;
|
||||
}
|
||||
SDL_Quit();
|
||||
} PROCESS(errctx) {
|
||||
} HANDLE_DEFAULT(errctx) {
|
||||
LOG_ERROR_WITH_MESSAGE(errctx, "collision benchmark failed");
|
||||
return 1;
|
||||
/*
|
||||
* FINISH_NORETURN rather than FINISH, matching src/main.c and
|
||||
* tests/akgl_backends.c: FINISH expands a `return __err_context` that an
|
||||
* int-returning function cannot compile even where the branch is dead.
|
||||
*/
|
||||
} FINISH_NORETURN(errctx);
|
||||
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user