#include "PerformanceNodeChildrenTest.h" #include // Enable profiles for this file #undef CC_PROFILER_DISPLAY_TIMERS #define CC_PROFILER_DISPLAY_TIMERS() Profiler::getInstance()->displayTimers() #undef CC_PROFILER_PURGE_ALL #define CC_PROFILER_PURGE_ALL() Profiler::getInstance()->releaseAllTimers() #undef CC_PROFILER_START #define CC_PROFILER_START(__name__) ProfilingBeginTimingBlock(__name__) #undef CC_PROFILER_STOP #define CC_PROFILER_STOP(__name__) ProfilingEndTimingBlock(__name__) #undef CC_PROFILER_RESET #define CC_PROFILER_RESET(__name__) ProfilingResetTimingBlock(__name__) #undef CC_PROFILER_START_CATEGORY #define CC_PROFILER_START_CATEGORY(__cat__, __name__) do{ if(__cat__) ProfilingBeginTimingBlock(__name__); } while(0) #undef CC_PROFILER_STOP_CATEGORY #define CC_PROFILER_STOP_CATEGORY(__cat__, __name__) do{ if(__cat__) ProfilingEndTimingBlock(__name__); } while(0) #undef CC_PROFILER_RESET_CATEGORY #define CC_PROFILER_RESET_CATEGORY(__cat__, __name__) do{ if(__cat__) ProfilingResetTimingBlock(__name__); } while(0) #undef CC_PROFILER_START_INSTANCE #define CC_PROFILER_START_INSTANCE(__id__, __name__) do{ ProfilingBeginTimingBlock( String::createWithFormat("%08X - %s", __id__, __name__)->getCString() ); } while(0) #undef CC_PROFILER_STOP_INSTANCE #define CC_PROFILER_STOP_INSTANCE(__id__, __name__) do{ ProfilingEndTimingBlock( String::createWithFormat("%08X - %s", __id__, __name__)->getCString() ); } while(0) #undef CC_PROFILER_RESET_INSTANCE #define CC_PROFILER_RESET_INSTANCE(__id__, __name__) do{ ProfilingResetTimingBlock( String::createWithFormat("%08X - %s", __id__, __name__)->getCString() ); } while(0) static std::function createFunctions[] = { CL(IterateSpriteSheetForLoop), CL(IterateSpriteSheetIterator), CL(IterateSpriteSheetForEach), CL(CallFuncsSpriteSheetForEach), CL(AddSprite), CL(AddSpriteSheet), CL(GetSpriteSheet), CL(RemoveSprite), CL(RemoveSpriteSheet), CL(ReorderSpriteSheet), CL(SortAllChildrenSpriteSheet), CL(VisitSceneGraph), }; #define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0])) enum { kTagInfoLayer = 1, kTagBase = 20000, }; enum { kMaxNodes = 15000, kNodesIncrease = 500, }; static int g_curCase = 0; //////////////////////////////////////////////////////// // // NodeChildrenMenuLayer // //////////////////////////////////////////////////////// NodeChildrenMenuLayer::NodeChildrenMenuLayer(bool bControlMenuVisible, int nMaxCases, int nCurCase) : PerformBasicLayer(bControlMenuVisible, nMaxCases, nCurCase) { } void NodeChildrenMenuLayer::onExitTransitionDidStart() { auto director = Director::getInstance(); auto sched = director->getScheduler(); sched->unschedule(schedule_selector(NodeChildrenMenuLayer::dumpProfilerInfo), this); } void NodeChildrenMenuLayer::onEnterTransitionDidFinish() { auto director = Director::getInstance(); auto sched = director->getScheduler(); CC_PROFILER_PURGE_ALL(); sched->schedule(schedule_selector(NodeChildrenMenuLayer::dumpProfilerInfo), this, 2, false); } void NodeChildrenMenuLayer::dumpProfilerInfo(float dt) { CC_PROFILER_DISPLAY_TIMERS(); } void NodeChildrenMenuLayer::showCurrentTest() { int nodes = ((NodeChildrenMainScene*)getParent())->getQuantityOfNodes(); auto scene = createFunctions[_curCase](); g_curCase = _curCase; if (scene) { scene->initWithQuantityOfNodes(nodes); Director::getInstance()->replaceScene(scene); } } //////////////////////////////////////////////////////// // // NodeChildrenMainScene // //////////////////////////////////////////////////////// void NodeChildrenMainScene::initWithQuantityOfNodes(unsigned int nNodes) { //srand(time()); auto s = Director::getInstance()->getWinSize(); // Title auto label = LabelTTF::create(title().c_str(), "Arial", 32); addChild(label, 1); label->setPosition(Point(s.width/2, s.height-50)); // Subtitle std::string strSubTitle = subtitle(); if(strSubTitle.length()) { auto l = LabelTTF::create(strSubTitle.c_str(), "Thonburi", 16); addChild(l, 1); l->setPosition(Point(s.width/2, s.height-80)); } lastRenderedCount = 0; currentQuantityOfNodes = 0; quantityOfNodes = nNodes; MenuItemFont::setFontSize(65); auto decrease = MenuItemFont::create(" - ", [&](Ref *sender) { quantityOfNodes -= kNodesIncrease; if( quantityOfNodes < 0 ) quantityOfNodes = 0; updateQuantityLabel(); updateQuantityOfNodes(); updateProfilerName(); CC_PROFILER_PURGE_ALL(); srand(0); }); decrease->setColor(Color3B(0,200,20)); auto increase = MenuItemFont::create(" + ", [&](Ref *sender) { quantityOfNodes += kNodesIncrease; if( quantityOfNodes > kMaxNodes ) quantityOfNodes = kMaxNodes; updateQuantityLabel(); updateQuantityOfNodes(); updateProfilerName(); CC_PROFILER_PURGE_ALL(); srand(0); }); increase->setColor(Color3B(0,200,20)); auto menu = Menu::create(decrease, increase, NULL); menu->alignItemsHorizontally(); menu->setPosition(Point(s.width/2, s.height/2+15)); addChild(menu, 1); auto infoLabel = LabelTTF::create("0 nodes", "Marker Felt", 30); infoLabel->setColor(Color3B(0,200,20)); infoLabel->setPosition(Point(s.width/2, s.height/2-15)); addChild(infoLabel, 1, kTagInfoLayer); auto menuLayer = new NodeChildrenMenuLayer(true, MAX_LAYER, g_curCase); addChild(menuLayer); menuLayer->release(); updateQuantityLabel(); updateQuantityOfNodes(); updateProfilerName(); srand(0); } std::string NodeChildrenMainScene::title() const { return "No title"; } std::string NodeChildrenMainScene::subtitle() const { return ""; } void NodeChildrenMainScene::updateQuantityLabel() { if( quantityOfNodes != lastRenderedCount ) { auto infoLabel = static_cast( getChildByTag(kTagInfoLayer) ); char str[20] = {0}; sprintf(str, "%u nodes", quantityOfNodes); infoLabel->setString(str); lastRenderedCount = quantityOfNodes; } } const char * NodeChildrenMainScene::profilerName() { return _profilerName; } void NodeChildrenMainScene::updateProfilerName() { snprintf(_profilerName, sizeof(_profilerName)-1, "%s(%d)", testName(), quantityOfNodes); } //////////////////////////////////////////////////////// // // IterateSpriteSheet // //////////////////////////////////////////////////////// IterateSpriteSheet::~IterateSpriteSheet() { } void IterateSpriteSheet::updateQuantityOfNodes() { // increase nodes if( currentQuantityOfNodes < quantityOfNodes ) { for(int i = 0; i < (quantityOfNodes-currentQuantityOfNodes); i++) { auto sprite = Sprite::createWithTexture(batchNode->getTexture(), Rect(0, 0, 32, 32)); batchNode->addChild(sprite); sprite->setVisible(false); sprite->setPosition(Point(-1000,-1000)); } } // decrease nodes else if ( currentQuantityOfNodes > quantityOfNodes ) { for(int i = 0; i < (currentQuantityOfNodes-quantityOfNodes); i++) { int index = currentQuantityOfNodes-i-1; batchNode->removeChildAtIndex(index, true); } } currentQuantityOfNodes = quantityOfNodes; } void IterateSpriteSheet::initWithQuantityOfNodes(unsigned int nNodes) { batchNode = SpriteBatchNode::create("Images/spritesheet1.png"); addChild(batchNode); NodeChildrenMainScene::initWithQuantityOfNodes(nNodes); scheduleUpdate(); } const char* IterateSpriteSheet::testName() { return "none"; } //////////////////////////////////////////////////////// // // IterateSpriteSheetForLoop // //////////////////////////////////////////////////////// void IterateSpriteSheetForLoop::update(float dt) { // iterate using fast enumeration protocol auto& children = batchNode->getChildren(); CC_PROFILER_START(this->profilerName()); for( const auto &object : children ) { auto o = static_cast(object); auto sprite = static_cast(o); sprite->setVisible(false); } CC_PROFILER_STOP(this->profilerName()); } std::string IterateSpriteSheetForLoop::title() const { return "Iterate SpriteSheet"; } std::string IterateSpriteSheetForLoop::subtitle() const { return "Iterate children using C++11 range-based for loop. See console"; } const char* IterateSpriteSheetForLoop::testName() { return "Iterator: C++11 for loop"; } //////////////////////////////////////////////////////// // // IterateSpriteSheetIterator // //////////////////////////////////////////////////////// void IterateSpriteSheetIterator::update(float dt) { // iterate using fast enumeration protocol auto& children = batchNode->getChildren(); CC_PROFILER_START(this->profilerName()); for( auto it=std::begin(children); it != std::end(children); ++it) { auto sprite = static_cast(*it); sprite->setVisible(false); } CC_PROFILER_STOP(this->profilerName()); } std::string IterateSpriteSheetIterator::title() const { return "Iterate SpriteSheet"; } std::string IterateSpriteSheetIterator::subtitle() const { return "Iterate children using begin() / end(). See console"; } const char* IterateSpriteSheetIterator::testName() { return "Iterator: begin(), end()"; } //////////////////////////////////////////////////////// // // IterateSpriteSheetForEach // //////////////////////////////////////////////////////// void IterateSpriteSheetForEach::update(float dt) { // iterate using fast enumeration protocol auto& children = batchNode->getChildren(); CC_PROFILER_START(this->profilerName()); std::for_each(std::begin(children), std::end(children), [](Node *child) { auto sprite = static_cast(child); sprite->setVisible(false); }); CC_PROFILER_STOP(this->profilerName()); } std::string IterateSpriteSheetForEach::title() const { return "Iterate SpriteSheet"; } std::string IterateSpriteSheetForEach::subtitle() const { return "Iterate children using std::for_each(). See console"; } const char* IterateSpriteSheetForEach::testName() { return "Iterator: std::for_each()"; } //////////////////////////////////////////////////////// // // CallFuncsSpriteSheetForEach // //////////////////////////////////////////////////////// void CallFuncsSpriteSheetForEach::update(float dt) { // iterate using fast enumeration protocol auto& children = batchNode->getChildren(); CC_PROFILER_START(this->profilerName()); std::for_each(std::begin(children), std::end(children), [](Node* obj) { obj->getPosition(); }); CC_PROFILER_STOP(this->profilerName()); } std::string CallFuncsSpriteSheetForEach::title() const { return "'map' functional call"; } std::string CallFuncsSpriteSheetForEach::subtitle() const { return "Using 'std::for_each()'. See console"; } const char* CallFuncsSpriteSheetForEach::testName() { return "Map: std::for_each"; } //////////////////////////////////////////////////////// // // AddRemoveSpriteSheet // //////////////////////////////////////////////////////// AddRemoveSpriteSheet::~AddRemoveSpriteSheet() { } void AddRemoveSpriteSheet::initWithQuantityOfNodes(unsigned int nNodes) { batchNode = SpriteBatchNode::create("Images/spritesheet1.png"); addChild(batchNode); NodeChildrenMainScene::initWithQuantityOfNodes(nNodes); scheduleUpdate(); } void AddRemoveSpriteSheet::updateQuantityOfNodes() { auto s = Director::getInstance()->getWinSize(); // increase nodes if( currentQuantityOfNodes < quantityOfNodes ) { for (int i=0; i < (quantityOfNodes-currentQuantityOfNodes); i++) { auto sprite = Sprite::createWithTexture(batchNode->getTexture(), Rect(0, 0, 32, 32)); batchNode->addChild(sprite); sprite->setPosition(Point( CCRANDOM_0_1()*s.width, CCRANDOM_0_1()*s.height)); sprite->setVisible(false); } } // decrease nodes else if ( currentQuantityOfNodes > quantityOfNodes ) { for(int i=0;i < (currentQuantityOfNodes-quantityOfNodes);i++) { int index = currentQuantityOfNodes-i-1; batchNode->removeChildAtIndex(index, true); } } currentQuantityOfNodes = quantityOfNodes; } const char* AddRemoveSpriteSheet::testName() { return "none"; } //////////////////////////////////////////////////////// // // AddSprite // //////////////////////////////////////////////////////// void AddSprite::update(float dt) { // reset seed //srandom(0); // 100 percent int totalToAdd = currentQuantityOfNodes * 1; if( totalToAdd > 0 ) { Sprite **sprites = new Sprite*[totalToAdd]; int *zs = new int[totalToAdd]; // Don't include the sprite creation time and random as part of the profiling for(int i=0; igetTexture(), Rect(0,0,32,32)); zs[i] = CCRANDOM_MINUS1_1() * 50; } // add them with random Z (very important!) CC_PROFILER_START( this->profilerName() ); for( int i=0; i < totalToAdd;i++ ) { this->addChild( sprites[i], zs[i], kTagBase+i); } CC_PROFILER_STOP(this->profilerName()); batchNode->sortAllChildren(); // remove them for( int i=0;i < totalToAdd;i++) { this->removeChild( sprites[i], true); } delete [] sprites; delete [] zs; } } std::string AddSprite::title() const { return "Node::addChild()"; } std::string AddSprite::subtitle() const { return "Adds sprites with random z. See console"; } const char* AddSprite::testName() { return "Node::addChild()"; } //////////////////////////////////////////////////////// // // AddSpriteSheet // //////////////////////////////////////////////////////// void AddSpriteSheet::update(float dt) { // reset seed //srandom(0); // 100 percent int totalToAdd = currentQuantityOfNodes * 1; if( totalToAdd > 0 ) { Sprite **sprites = new Sprite*[totalToAdd]; int *zs = new int[totalToAdd]; // Don't include the sprite creation time and random as part of the profiling for(int i=0; igetTexture(), Rect(0,0,32,32)); zs[i] = CCRANDOM_MINUS1_1() * 50; } // add them with random Z (very important!) CC_PROFILER_START( this->profilerName() ); for( int i=0; i < totalToAdd;i++ ) { batchNode->addChild( sprites[i], zs[i], kTagBase+i); } CC_PROFILER_STOP(this->profilerName()); batchNode->sortAllChildren(); // remove them for( int i=0;i < totalToAdd;i++) { batchNode->removeChild( sprites[i], true); } delete [] sprites; delete [] zs; } } std::string AddSpriteSheet::title() const { return "SpriteBatchNode::addChild()"; } std::string AddSpriteSheet::subtitle() const { return "Adds sprites with random z. See console"; } const char* AddSpriteSheet::testName() { return "SpriteBatchNode::addChild()"; } //////////////////////////////////////////////////////// // // GetSpriteSheet // //////////////////////////////////////////////////////// void GetSpriteSheet::update(float dt) { // reset seed //srandom(0); // 100% percent int totalToAdd = currentQuantityOfNodes * 1; if( totalToAdd > 0 ) { Sprite **sprites = new Sprite*[totalToAdd]; int *zs = new int[totalToAdd]; // Don't include the sprite creation time and random as part of the profiling for(int i=0; igetTexture(), Rect(0,0,32,32)); zs[i] = CCRANDOM_MINUS1_1() * 50; } for( int i=0; i < totalToAdd;i++ ) { batchNode->addChild( sprites[i], zs[i], kTagBase+i); } batchNode->sortAllChildren(); CC_PROFILER_START( this->profilerName() ); for( int i=0; i < totalToAdd;i++ ) { batchNode->getChildByTag(kTagBase+1); } CC_PROFILER_STOP(this->profilerName()); // remove them for( int i=0;i < totalToAdd;i++) { batchNode->removeChild( sprites[i], true); } delete [] sprites; delete [] zs; } } std::string GetSpriteSheet::title() const { return "getChildByTag from spritesheet"; } std::string GetSpriteSheet::subtitle() const { return "Get sprites using getChildByTag(). See console"; } const char* GetSpriteSheet::testName() { return "SpriteBatchNode::getChildByTag()"; } //////////////////////////////////////////////////////// // // RemoveSprite // //////////////////////////////////////////////////////// void RemoveSprite::update(float dt) { //srandom(0); // 100 percent int totalToAdd = currentQuantityOfNodes * 1; if( totalToAdd > 0 ) { Sprite **sprites = new Sprite*[totalToAdd]; // Don't include the sprite creation time as part of the profiling for(int i=0;igetTexture(), Rect(0,0,32,32)); } // add them with random Z (very important!) for( int i=0; i < totalToAdd;i++ ) { this->addChild( sprites[i], CCRANDOM_MINUS1_1() * 50, kTagBase+i); } // remove them CC_PROFILER_START( this->profilerName() ); for( int i=0;i < totalToAdd;i++) { this->removeChild( sprites[i], true); } CC_PROFILER_STOP( this->profilerName() ); delete [] sprites; } } std::string RemoveSprite::title() const { return "Node::removeChild()"; } std::string RemoveSprite::subtitle() const { return "Remove sprites. See console"; } const char* RemoveSprite::testName() { return "Node::removeChild()"; } //////////////////////////////////////////////////////// // // RemoveSpriteSheet // //////////////////////////////////////////////////////// void RemoveSpriteSheet::update(float dt) { //srandom(0); // 100 percent int totalToAdd = currentQuantityOfNodes * 1; if( totalToAdd > 0 ) { Sprite **sprites = new Sprite*[totalToAdd]; // Don't include the sprite creation time as part of the profiling for(int i=0;igetTexture(), Rect(0,0,32,32)); } // add them with random Z (very important!) for( int i=0; i < totalToAdd;i++ ) { batchNode->addChild( sprites[i], CCRANDOM_MINUS1_1() * 50, kTagBase+i); } // remove them CC_PROFILER_START( this->profilerName() ); for( int i=0;i < totalToAdd;i++) { batchNode->removeChild( sprites[i], true); } CC_PROFILER_STOP( this->profilerName() ); delete [] sprites; } } std::string RemoveSpriteSheet::title() const { return "SpriteBatchNode::removeChild()"; } std::string RemoveSpriteSheet::subtitle() const { return "Remove sprites. See console"; } const char* RemoveSpriteSheet::testName() { return "SpriteBatchNode::removeChild()"; } //////////////////////////////////////////////////////// // // ReorderSpriteSheet // //////////////////////////////////////////////////////// void ReorderSpriteSheet::update(float dt) { //srandom(0); // 100 percent int totalToAdd = currentQuantityOfNodes * 1; if( totalToAdd > 0 ) { Sprite **sprites = new Sprite*[totalToAdd]; // Don't include the sprite creation time as part of the profiling for(int i=0; igetTexture(), Rect(0,0,32,32)); } // add them with random Z (very important!) for( int i=0; i < totalToAdd;i++ ) { batchNode->addChild( sprites[i], CCRANDOM_MINUS1_1() * 50, kTagBase+i); } batchNode->sortAllChildren(); // reorder them CC_PROFILER_START( this->profilerName() ); for( int i=0;i < totalToAdd;i++) { batchNode->reorderChild(sprites[i], CCRANDOM_MINUS1_1() * 50); } CC_PROFILER_STOP( this->profilerName() ); // remove them for( int i=0;i < totalToAdd;i++) { batchNode->removeChild( sprites[i], true); } delete [] sprites; } } std::string ReorderSpriteSheet::title() const { return "SpriteBatchNode::reorderChild()"; } std::string ReorderSpriteSheet::subtitle() const { return "Reorder sprites. See console"; } const char* ReorderSpriteSheet::testName() { return "SpriteBatchNode::reorderChild()"; } //////////////////////////////////////////////////////// // // SortAllChildrenSpriteSheet // //////////////////////////////////////////////////////// void SortAllChildrenSpriteSheet::update(float dt) { //srandom(0); // 100 percent int totalToAdd = currentQuantityOfNodes * 1; if( totalToAdd > 0 ) { Sprite **sprites = new Sprite*[totalToAdd]; // Don't include the sprite's creation time as part of the profiling for(int i=0; igetTexture(), Rect(0,0,32,32)); } // add them with random Z (very important!) for( int i=0; i < totalToAdd;i++ ) { batchNode->addChild( sprites[i], CCRANDOM_MINUS1_1() * 50, kTagBase+i); } batchNode->sortAllChildren(); // reorder them for( int i=0;i < totalToAdd;i++) { batchNode->reorderChild(sprites[i], CCRANDOM_MINUS1_1() * 50); } CC_PROFILER_START( this->profilerName() ); batchNode->sortAllChildren(); CC_PROFILER_STOP( this->profilerName() ); // remove them for( int i=0;i < totalToAdd;i++) { batchNode->removeChild( sprites[i], true); } delete [] sprites; } } std::string SortAllChildrenSpriteSheet::title() const { return "SpriteBatchNode::sortAllChildren()"; } std::string SortAllChildrenSpriteSheet::subtitle() const { return "Calls sortOfChildren(). See console"; } const char* SortAllChildrenSpriteSheet::testName() { return "SpriteBatchNode::sortAllChildren()"; } //////////////////////////////////////////////////////// // // VisitSceneGraph // //////////////////////////////////////////////////////// void VisitSceneGraph::initWithQuantityOfNodes(unsigned int nodes) { NodeChildrenMainScene::initWithQuantityOfNodes(nodes); scheduleUpdate(); } void VisitSceneGraph::updateQuantityOfNodes() { auto s = Director::getInstance()->getWinSize(); // increase nodes if( currentQuantityOfNodes < quantityOfNodes ) { for(int i = 0; i < (quantityOfNodes-currentQuantityOfNodes); i++) { auto node = Node::create(); this->addChild(node); node->setVisible(true); node->setPosition(Point(-1000,-1000)); node->setTag(1000 + currentQuantityOfNodes + i ); } } // decrease nodes else if ( currentQuantityOfNodes > quantityOfNodes ) { for(int i = 0; i < (currentQuantityOfNodes-quantityOfNodes); i++) { this->removeChildByTag(1000 + currentQuantityOfNodes - i -1 ); } } currentQuantityOfNodes = quantityOfNodes; } void VisitSceneGraph::update(float dt) { CC_PROFILER_START( this->profilerName() ); this->visit(); CC_PROFILER_STOP( this->profilerName() ); } std::string VisitSceneGraph::title() const { return "Performance of visiting the scene graph"; } std::string VisitSceneGraph::subtitle() const { return "calls visit() on scene graph. See console"; } const char* VisitSceneGraph::testName() { return "visit()"; } ///---------------------------------------- void runNodeChildrenTest() { auto scene = createFunctions[g_curCase](); scene->initWithQuantityOfNodes(kNodesIncrease); Director::getInstance()->replaceScene(scene); }