Some checks failed
akbasic CI Build / cmake_build (push) Failing after 3m19s
akbasic CI Build / sanitizers (push) Failing after 4m33s
akbasic CI Build / coverage (push) Failing after 3m41s
akbasic CI Build / akgl_build (push) Failing after 21s
akbasic CI Build / mutation_test (push) Failing after 3m29s
`SOLID id, x1, y1, x2, y2` registers static collision geometry; `SOLID id` retires one and a bare `SOLID` retires them all, the way `TRAP`, `COLLISION` and `DCLOSE` all read absence. `COLLISION 2` and `BUMP(2)` stop being refused and mean *sprite met static geometry*. **This is the thing eight sprite slots made impossible.** A wall of bricks wants sixty, so until now a program could only collide with one by doing the arithmetic itself against its own array -- which is exactly what both breakout listings do, at about two hundred lines between them. A rectangle costs no sprite slot. The id is the **program's own number**, 1 to 64, not a minted handle. That is the whole trick for "which brick did I hit": the id comes back out again, so a wall built as `SOLID I#, ...` maps onto `B#(I#)` with no lookup, and retiring a broken brick is `SOLID I#`. `COLLISION 2` was refused with "sprite-to-background collision needs the screen read back every frame", which was true of the question a C128 asks -- a sprite against the bitmap's set pixels. `SOLID` gives this interpreter a background made of rectangles instead, which is the same question in a form it can answer. Same move `SPRSAV` made when it learned to take an image path. `AKBASIC_INTERRUPT_BACKGROUND` has been sitting in the interrupt table commented "COLLISION 2 -- sprite met background; refused" the whole time. Its accumulator is separate, so a sprite hitting a wall never sets a bit in `BUMP(1)`. **There is no `akgl_CollisionWorld` here, and that is deliberate.** libakgl's uniform grid keeps its cell heads, cell size and origin in file-scope statics, so it is one index per process -- and `akgl_collision_world_init()` ends in a `reset()` that memsets those heads *and* calls `akgl_heap_init_collision_cells()`. An interpreter embedded in a game with its own collision world would have destroyed every registration that game had made, on the first `SOLID` a script ran. So the geometry is indexed by an ordinary array here and pairs go straight to `akgl_collision_test()`, which needs no world. At sixty-four rectangles that is the right answer anyway; libakgl's own numbers put a naive sweep at 0.7% of a frame at sixty-four objects. **The scan now short-circuits when nothing has moved**, and that is what makes any of it affordable. Its inputs are the sprites' boxes, which slots are collidable, and the static geometry; if none changed the answer cannot have. A frame runs one full scan and 255 cached ones. Eight sprites against sixty-four rectangles is five hundred and twelve tests -- fine once a frame, ruinous 256 times. The benchmark was rewritten to say which path it is timing, because with the cache in place a loop that only calls the scan measures the short circuit and nothing else. Breakout now costs 590.6 ns for its one full scan plus 255 cached at 40.0, which is 10.8 us against a 1.19 ms frame -- **0.91%, less than the 2.0% it cost before any of this work**, with static geometry and contacts added on top. `NEW` retires the rectangles, where it cannot undefine a sprite pattern: there *is* an entry point for this one, so leaving them would be a choice, and the wrong one -- a rectangle is invisible, so one left behind by a deleted program is an unexplainable collision in the next. `CLR` leaves them alone. `tests/sprite_verbs.c` gains the whole second path against the mock and its `COLLISION 2` case is rewritten: it pinned the refusal, and now pins that type 2 arms its own handler without disturbing type 1's. `tests/akgl_backends.c` gains the end-to-end version, including a full sixty-four-rectangle wall so the proxy budget is exercised at its ceiling and the pool has to come back intact, and the sixty-fifth refused by name. A bare `SOLID` needed `akbasic_parse_optional_arglist` rather than `akbasic_parse_arglist`, which `DCLOSE` already uses for the same shape. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
334 lines
12 KiB
C
334 lines
12 KiB
C
/**
|
|
* @file collision_perf.c
|
|
* @brief What the sprite collision scan costs, and what a frame costs beside it.
|
|
*
|
|
* This exists to settle one question with a number rather than an argument:
|
|
* `akbasic_collision_service()` runs at the top of every interpreter *step*
|
|
* (`src/runtime.c`), and the akgl frontend takes
|
|
* #AKBASIC_FRONTEND_STEPS_PER_FRAME steps per rendered frame -- so a busy
|
|
* program scans for collisions up to 256 times a frame, nearly always over
|
|
* sprites that have not moved since the last scan. Whether that is worth
|
|
* changing depends entirely on how the scan compares to the frame it sits
|
|
* inside, and nobody had measured either.
|
|
*
|
|
* **The control row is the point.** A scan measured on its own is a number with
|
|
* nothing to divide it by. `frame` renders what a real frame renders -- the
|
|
* whole text grid and the sprites -- so the scan rows can be read as a fraction
|
|
* of it. libakgl's own PERFORMANCE.md makes the same argument at length, and
|
|
* records getting it wrong the first time by measuring queued work rather than
|
|
* finished work.
|
|
*
|
|
* The harness is libakgl's, borrowed by include path rather than copied: it is
|
|
* the house convention for a benchmark in these repositories, and a second copy
|
|
* would be a fork.
|
|
*
|
|
* Labelled `perf` in CTest so `ctest -LE perf` skips it. Numbers taken at
|
|
* `-O0`, which is what both checked-in build trees are, are not worth reading;
|
|
* configure a RelWithDebInfo tree and run `AKGL_BENCH_SCALE=10 ctest -L perf`.
|
|
* Budgets are report-only unless the build is optimised, which `benchutil.h`
|
|
* enforces for exactly that reason.
|
|
*/
|
|
|
|
#include <string.h>
|
|
|
|
#include <SDL3/SDL.h>
|
|
#include <SDL3_ttf/SDL_ttf.h>
|
|
|
|
#include <akerror.h>
|
|
|
|
#include <akgl/error.h>
|
|
#include <akgl/game.h>
|
|
#include <akgl/heap.h>
|
|
#include <akgl/registry.h>
|
|
#include <akgl/renderer.h>
|
|
#include <akgl/text.h>
|
|
|
|
#include <akbasic/akgl.h>
|
|
#include <akbasic/error.h>
|
|
#include <akbasic/frontend.h>
|
|
#include <akbasic/runtime.h>
|
|
#include <akbasic/sink.h>
|
|
#include <akbasic/sprite.h>
|
|
|
|
#include "benchutil.h"
|
|
|
|
/** @brief The window a real program gets from the standalone frontend. */
|
|
#define TARGET_W 800
|
|
#define TARGET_H 600
|
|
|
|
static akbasic_Runtime RUNTIME;
|
|
static akbasic_TextSink SINK;
|
|
static akbasic_AkglSink SINKSTATE;
|
|
static akbasic_GraphicsBackend GRAPHICS;
|
|
static akbasic_AkglGraphics GRAPHICSSTATE;
|
|
static akbasic_SpriteBackend SPRITES;
|
|
static akbasic_AkglSprites SPRITESSTATE;
|
|
static TTF_Font *font = NULL;
|
|
|
|
/**
|
|
* @brief Stand a runtime up on the real akgl devices and run @p source to completion.
|
|
*
|
|
* The akgl sink rather than the stdio one, because the control row has to render
|
|
* the text layer and that is the only sink that draws.
|
|
*/
|
|
static akerr_ErrorContext AKERR_NOIGNORE *load(const char *source)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
|
|
PASS(errctx, akbasic_sink_init_akgl(&SINK, &SINKSTATE, akgl_renderer, font,
|
|
TARGET_W, TARGET_H));
|
|
PASS(errctx, akbasic_runtime_init(&RUNTIME, &SINK));
|
|
PASS(errctx, akbasic_graphics_init_akgl(&GRAPHICS, &GRAPHICSSTATE, akgl_renderer));
|
|
PASS(errctx, akbasic_sprite_init_akgl(&SPRITES, &SPRITESSTATE, akgl_renderer, &GRAPHICSSTATE));
|
|
PASS(errctx, akbasic_runtime_set_devices(&RUNTIME, &GRAPHICS, NULL, NULL, &SPRITES));
|
|
PASS(errctx, akbasic_runtime_load(&RUNTIME, source));
|
|
PASS(errctx, akbasic_runtime_start(&RUNTIME, AKBASIC_MODE_RUN));
|
|
PASS(errctx, akbasic_runtime_run(&RUNTIME, 0));
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
/**
|
|
* @brief A program defining @p n sprites, stacked or spread out.
|
|
*
|
|
* **Both arrangements are worth a row, and they measure different things.**
|
|
* Stacked, every pair survives the bounding-box reject and pays for the
|
|
* narrowphase -- the worst case the scan can be put in, and not a state a real
|
|
* game sits in. Spread out, every pair is rejected on four comparisons, which is
|
|
* what a game looks like on almost every frame. The gap between the two rows is
|
|
* the prefilter earning its place, and libakgl's own table splits its overlap
|
|
* and disjoint rows for the same reason.
|
|
*/
|
|
static void sprite_program(char *dest, size_t size, int n, bool stacked)
|
|
{
|
|
char line[128];
|
|
int i = 0;
|
|
|
|
snprintf(dest, size,
|
|
"10 DIM P#(63)\n"
|
|
"20 FOR I# = 0 TO 62\n"
|
|
"30 P#(I#) = 255\n"
|
|
"40 NEXT I#\n");
|
|
for ( i = 1; i <= n; i++ ) {
|
|
/* 40 apart is wider than a 24x21 sprite, so no two boxes can touch. */
|
|
int x = (stacked ? 20 : 20 + ((i - 1) * 40));
|
|
|
|
snprintf(line, sizeof(line),
|
|
"%d SPRSAV P#, %d\n%d SPRITE %d, 1\n%d MOVSPR %d, %d, 20\n",
|
|
100 + (i * 10), i,
|
|
101 + (i * 10), i,
|
|
102 + (i * 10), i, x);
|
|
strncat(dest, line, size - strlen(dest) - 1);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Move sprite 1 a pixel, then scan. One full scan, no cache hit.
|
|
*
|
|
* The scan short-circuits when no sprite has moved since the last one, which is
|
|
* what 255 of every 256 calls a frame do -- so a loop that only calls the scan
|
|
* measures the short circuit and nothing else. Nudging a sprite first is what
|
|
* makes a row mean "a scan that actually ran".
|
|
*/
|
|
static float32_t bench_nudge = 0.0f;
|
|
|
|
static akerr_ErrorContext AKERR_NOIGNORE *move_and_scan(uint16_t *mask)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
|
|
bench_nudge = (bench_nudge > 0.5f ? 0.0f : 1.0f);
|
|
PASS(errctx, SPRITES.move(&SPRITES, 1, 20.0 + (double)bench_nudge, 20.0));
|
|
PASS(errctx, SPRITES.collisions(&SPRITES, mask));
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
/**
|
|
* @brief The arrangement examples/breakout/sprites/breakout.bas actually has.
|
|
*
|
|
* Neither synthetic row is what that game looks like, and it is the most
|
|
* demanding program in the repository. Two of its eight sprites are the *screen*
|
|
* -- a captured HUD strip and a captured play field, installed as sprites because
|
|
* a sprite is the one thing this interpreter draws for nothing -- so the field's
|
|
* box covers everything and every moving sprite overlaps it permanently. The
|
|
* bounding-box reject can never throw those pairs out, which puts this game
|
|
* between the two synthetic rows rather than at the cheap end of them.
|
|
*/
|
|
static akerr_ErrorContext AKERR_NOIGNORE *bench_breakout_shaped(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
akerr_ErrorContext *inner = NULL;
|
|
uint16_t mask = 0;
|
|
int iterations = bench_iterations(200000);
|
|
int i = 0;
|
|
|
|
PASS(errctx, load("10 GRAPHIC 1, 1\n"
|
|
"20 SSHAPE H$, 0, 0, 799, 59\n"
|
|
"30 SSHAPE F$, 0, 60, 799, 599\n"
|
|
"40 SSHAPE S$, 0, 0, 22, 22\n"
|
|
"50 SPRSAV H$, 1\n"
|
|
"60 SPRSAV F$, 2\n"
|
|
"70 SPRSAV S$, 3\n"
|
|
"80 SPRSAV S$, 5\n"
|
|
"90 SPRSAV S$, 6\n"
|
|
"100 SPRSAV S$, 7\n"
|
|
"110 SPRSAV S$, 8\n"
|
|
"120 FOR I# = 1 TO 8\n"
|
|
"130 SPRITE I#, 1\n"
|
|
"140 NEXT I#\n"
|
|
"150 MOVSPR 1, 0, 0\n"
|
|
"160 MOVSPR 2, 0, 60\n"
|
|
"170 MOVSPR 3, 300, 540\n"
|
|
"180 MOVSPR 5, 100, 300\n"
|
|
"190 MOVSPR 6, 400, 200\n"
|
|
"200 MOVSPR 7, 600, 400\n"
|
|
"210 MOVSPR 8, 200, 150\n"));
|
|
|
|
bench_start("full scan, breakout's own layout", "call", 0.0);
|
|
BENCH_LOOP(inner, i, iterations, move_and_scan(&mask));
|
|
bench_stop((uint64_t)iterations);
|
|
PASS(errctx, inner);
|
|
|
|
/*
|
|
* And the other path, on the same population: what the other 255 calls a
|
|
* frame cost once the first has done the work. This row is the reason the
|
|
* per-step cadence is affordable at all.
|
|
*/
|
|
bench_start("cached scan, nothing moved", "call", 0.0);
|
|
BENCH_LOOP(inner, i, iterations, SPRITES.collisions(&SPRITES, &mask));
|
|
bench_stop((uint64_t)iterations);
|
|
PASS(errctx, inner);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
/** @brief Time the collision scan with @p n sprites live, stacked or spread. */
|
|
static akerr_ErrorContext AKERR_NOIGNORE *bench_scan(int n, bool stacked)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
akerr_ErrorContext *inner = NULL;
|
|
char source[4096];
|
|
char name[64];
|
|
uint16_t mask = 0;
|
|
int iterations = bench_iterations(200000);
|
|
int i = 0;
|
|
|
|
memset(source, 0, sizeof(source));
|
|
sprite_program(source, sizeof(source), n, stacked);
|
|
PASS(errctx, load(source));
|
|
|
|
snprintf(name, sizeof(name), "full scan, %d sprites, %s", n,
|
|
(stacked ? "all overlapping" : "spread out"));
|
|
bench_start(name, "call", 0.0);
|
|
BENCH_LOOP(inner, i, iterations, move_and_scan(&mask));
|
|
bench_stop((uint64_t)iterations);
|
|
PASS(errctx, inner);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
/**
|
|
* @brief What one rendered frame costs: the text layer, the sprites and a present.
|
|
*
|
|
* 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.
|
|
*/
|
|
static akerr_ErrorContext AKERR_NOIGNORE *bench_frame(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
akerr_ErrorContext *inner = NULL;
|
|
char source[4096];
|
|
int iterations = bench_iterations(300);
|
|
int i = 0;
|
|
|
|
memset(source, 0, sizeof(source));
|
|
sprite_program(source, sizeof(source), 8, false);
|
|
/* A screenful of text, so the sink renders what a real program's sink renders. */
|
|
strncat(source,
|
|
"900 FOR R# = 0 TO 30\n"
|
|
"910 CHAR 1, 0, R#, \"THE QUICK BROWN FOX JUMPS OVER THE LAZY DOG 0123456789\"\n"
|
|
"920 NEXT R#\n",
|
|
sizeof(source) - strlen(source) - 1);
|
|
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, false));
|
|
CATCH(errctx, bench_scan(2, false));
|
|
CATCH(errctx, bench_scan(4, false));
|
|
CATCH(errctx, bench_scan(8, false));
|
|
CATCH(errctx, bench_scan(8, true));
|
|
CATCH(errctx, bench_breakout_shaped());
|
|
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;
|
|
}
|