Exemplo n.º 1
0
        public static void Simple()
        {
            var simpleDemo = new SimpleDemo();

            simpleDemo.Initialize(new DemoRenderer.Camera(1, 1, 1, 1));
            for (int i = 0; i < 128; ++i)
            {
                simpleDemo.Update(null, 1 / 60f);
            }
            double    time                = 0;
            const int frameCount          = 1000;
            int       largestOverlapCount = 0;

            for (int i = 0; i < frameCount; ++i)
            {
                CacheBlaster.Blast();
                var start = Stopwatch.GetTimestamp();
                simpleDemo.Update(null, 1 / 60f);
                var end = Stopwatch.GetTimestamp();
                time += (end - start) / (double)Stopwatch.Frequency;
                var overlapCount = simpleDemo.Simulation.NarrowPhase.PairCache.Mapping.Count;
                if (overlapCount > largestOverlapCount)
                {
                    largestOverlapCount = overlapCount;
                }
                //Console.WriteLine($"FRAME {i}, time (us): {1e6 * simpleDemo.Simulation.Timings[simpleDemo.Simulation.NarrowPhase]}");
                Console.WriteLine($"FRAME {i}");
            }
            Console.WriteLine($"Time per frame (us): {1e6 * time / frameCount}, maximum overlap count: {largestOverlapCount}");
            simpleDemo.Dispose();
        }
Exemplo n.º 2
0
        public static void Test <T>(ContentArchive content, int runCount, int warmUpFrames, int frameCount) where T : Demo, new()
        {
            var runFrameTimes = new double[runCount];

            for (int runIndex = 0; runIndex < runCount; ++runIndex)
            {
                var demo = new T();
                demo.Initialize(content, new DemoRenderer.Camera(1, 1, 1, 1));
                GC.Collect(3, GCCollectionMode.Forced, true, true);
                for (int i = 0; i < warmUpFrames; ++i)
                {
                    demo.Update(null, 1 / 60f);
                }
                Console.WriteLine($"Warmup {runIndex} complete");
                double time = 0;
                int    largestOverlapCount = 0;
                Console.Write("Completed frames: ");
                for (int i = 0; i < frameCount; ++i)
                {
                    CacheBlaster.Blast();
                    var start = Stopwatch.GetTimestamp();
                    demo.Update(null, 1 / 60f);
                    var end = Stopwatch.GetTimestamp();
                    time += (end - start) / (double)Stopwatch.Frequency;
                    if (i % 32 == 0)
                    {
                        Console.Write($"{i}, ");
                    }
                }
                Console.WriteLine();
                var frameTime = time / frameCount;
                Console.WriteLine($"Time per frame (ms): {1e3 * frameTime}, maximum overlap count: {largestOverlapCount}");
                runFrameTimes[runIndex] = frameTime;
                demo.Dispose();
            }
            var min          = double.MaxValue;
            var max          = double.MinValue;
            var sum          = 0.0;
            var sumOfSquares = 0.0;

            for (int runIndex = 0; runIndex < runCount; ++runIndex)
            {
                var time = runFrameTimes[runIndex];
                min           = Math.Min(time, min);
                max           = Math.Max(time, max);
                sum          += time;
                sumOfSquares += time * time;
            }
            var average = sum / runCount;
            var stdDev  = Math.Sqrt(sumOfSquares / runCount - average * average);

            Console.WriteLine($"Average (ms): {average * 1e3}");
            Console.WriteLine($"Min, max (ms): {min * 1e3}, {max * 1e3}");
            Console.WriteLine($"Std Dev (ms): {stdDev * 1e3}");
        }
Exemplo n.º 3
0
        public static void Test <T>(int warmUpFrames, int frameCount) where T : Demo, new()
        {
            var demo = new T();

            demo.Initialize(new DemoRenderer.Camera(1, 1, 1, 1));
            for (int i = 0; i < warmUpFrames; ++i)
            {
                demo.Update(null, 1 / 60f);
            }
            double time = 0;
            int    largestOverlapCount = 0;

            for (int i = 0; i < frameCount; ++i)
            {
                CacheBlaster.Blast();
                var start = Stopwatch.GetTimestamp();
                demo.Update(null, 1 / 60f);
                var end = Stopwatch.GetTimestamp();
                time += (end - start) / (double)Stopwatch.Frequency;
                Console.WriteLine($"FRAME {i}");
            }
            Console.WriteLine($"Time per frame (us): {1e6 * time / frameCount}, maximum overlap count: {largestOverlapCount}");
            demo.Dispose();
        }
Exemplo n.º 4
0
        public static double Time <TDataLayout>(int iterationCount, int flagCount, IThreadDispatcher dispatcher) where TDataLayout : IDataLayout, new()
        {
            CacheBlaster.Blast();
            var dataLayout = new TDataLayout();

            dataLayout.Initialize();
            dataLayout.InitializeIteration(flagCount);
            Action <int> executeFunction = workerIndex =>
            {
                int jobIndex;
                while ((jobIndex = Interlocked.Increment(ref globalJobCounter) - 1) < jobs.Length)
                {
                    dataLayout.Execute(jobs[jobIndex]);
                }
            };

            globalJobCounter = 0;
            dispatcher.DispatchWorkers(executeFunction); //jit warmup
            dataLayout.Validate(flagCount);
            long time = 0;

            for (int i = 0; i < iterationCount; ++i)
            {
                //Note that individual executions of each approach do not reuse the same memory. The goal is to force cache misses.
                dataLayout.InitializeIteration(flagCount);
                globalJobCounter = 0;
                var start = Stopwatch.GetTimestamp();
                dispatcher.DispatchWorkers(executeFunction);
                var end = Stopwatch.GetTimestamp();
                time += end - start;
                dataLayout.Validate(flagCount);
            }
            dataLayout.Dispose();
            GC.Collect(3, GCCollectionMode.Forced, true);
            return(time / (iterationCount * (double)Stopwatch.Frequency));
        }
Exemplo n.º 5
0
        public static SimulationTimeSamples Solve <TBodyBuilder, TConstraintBuilder, TConstraint>(TBodyBuilder bodyBuilder, TConstraintBuilder constraintBuilder,
                                                                                                  int width, int height, int length, int frameCount, int threadCount, IThreadDispatcher initializationThreadPool, IThreadDispatcher threadDispatcher)
            where TBodyBuilder : IBodyBuilder where TConstraintBuilder : IConstraintBuilder where TConstraint : IConstraintDescription <TConstraint>
        {
            //const int bodyCount = 8;
            //SimulationSetup.BuildStackOfBodiesOnGround(bodyCount, false, true, out var bodies, out var solver, out var graph, out var bodyHandles, out var constraintHandles);
            GC.Collect(3, GCCollectionMode.Forced, true);
            SimulationSetup.BuildLattice(
                bodyBuilder, constraintBuilder,
                width, height, length, out var simulation, out var bodyHandles, out var constraintHandles);

            SimulationScrambling.ScrambleBodies(simulation);
            SimulationScrambling.ScrambleConstraints(simulation.Solver);
            SimulationScrambling.ScrambleBodyConstraintLists(simulation);
            SimulationScrambling.AddRemoveChurn <TConstraint>(simulation, bodyHandles.Length * 2, bodyHandles, constraintHandles);

            const int batchCompressionIterations = 1000;

            simulation.SolverBatchCompressor.TargetCandidateFraction    = .005f;
            simulation.SolverBatchCompressor.MaximumCompressionFraction = 0.0005f;
            for (int i = 0; i < batchCompressionIterations; ++i)
            {
                simulation.SolverBatchCompressor.Compress(simulation.BufferPool, initializationThreadPool);
            }

            //Attempt cache optimization.
            int bodyOptimizationIterations = bodyHandles.Length / 4;

            simulation.BodyLayoutOptimizer.OptimizationFraction = 0.005f;
            for (int i = 0; i < bodyOptimizationIterations; ++i)
            {
                simulation.BodyLayoutOptimizer.IncrementalOptimize(simulation.BufferPool, initializationThreadPool);
            }

            simulation.ConstraintLayoutOptimizer.OptimizationFraction = 0.044f;
            int constraintOptimizationIterations = 1024;

            for (int i = 0; i < constraintOptimizationIterations; ++i)
            {
                simulation.ConstraintLayoutOptimizer.Update(simulation.BufferPool, initializationThreadPool);
            }

            var simulationTimeSamples = new SimulationTimeSamples(frameCount);

            const float dt             = 1 / 60f;
            const int   iterationCount = 8;

            simulation.Solver.IterationCount = iterationCount;

            for (int frameIndex = 0; frameIndex < frameCount; ++frameIndex)
            {
                CacheBlaster.Blast();
                simulation.Timestep(dt, threadDispatcher);
                simulationTimeSamples.RecordFrame(simulation);
            }

            simulation.Dispose();
            simulation.BufferPool.Clear();


            return(simulationTimeSamples);
        }
Exemplo n.º 6
0
        public static void Test()
        {
            //var random = new Random(5);
            //var comparer = new CollidablePairComparer();
            //for (int i = 0; i < 10000; ++i)
            //{
            //    var a = new CollidableReference((CollidableMobility)random.Next(3), random.Next(1 << 30));
            //    var b = new CollidableReference((CollidableMobility)random.Next(3), random.Next(1 << 30));
            //    var pair1 = new CollidablePair(a, b);
            //    var pair2 = new CollidablePair(b, a);
            //    Debug.Assert(comparer.Hash(ref pair1) == comparer.Hash(ref pair2));
            //    Debug.Assert(comparer.Equals(ref pair1, ref pair2));
            //}
            //for (int i = 0; i < 10000; ++i)
            //{
            //    var a = new CollidableReference((CollidableMobility)random.Next(3), random.Next(1 << 30));
            //    var b = new CollidableReference((CollidableMobility)random.Next(3), random.Next(1 << 30));
            //    var pair1 = new CollidablePair(a, b);
            //    CollidablePair pair2;
            //    do
            //    {
            //        var a2 = new CollidableReference((CollidableMobility)random.Next(3), random.Next(1 << 30));
            //        var b2 = new CollidableReference((CollidableMobility)random.Next(3), random.Next(1 << 30));
            //        pair2 = new CollidablePair(a2, b2);
            //    } while (
            //    (pair2.A.Packed == pair1.A.Packed && pair2.B.Packed == pair1.B.Packed) ||
            //    (pair2.B.Packed == pair1.A.Packed && pair2.A.Packed == pair1.B.Packed));
            //    Debug.Assert(!comparer.Equals(ref pair1, ref pair2));
            //}


            const int iterationCount          = 1000;
            const int perLayerCollidableCount = 900;
            const int layerCount = 10;

            int[] creationRemap = new int[perLayerCollidableCount * (layerCount - 1)];
            int[] lookupRemap   = new int[creationRemap.Length];
            for (int i = 0; i < creationRemap.Length; ++i)
            {
                creationRemap[i] = i;
                lookupRemap[i]   = i;
            }

            BufferPool pool       = new BufferPool();
            var        dictionary = new QuickDictionary <CollidablePair, int, CollidablePairComparer>(creationRemap.Length, 1, pool);

            var random = new Random(5);

            for (int i = 0; i < creationRemap.Length - 1; ++i)
            {
                {
                    var temp       = creationRemap[i];
                    var swapTarget = random.Next(i + 1, creationRemap.Length);
                    creationRemap[i]          = creationRemap[swapTarget];
                    creationRemap[swapTarget] = temp;
                }
                {
                    var temp       = lookupRemap[i];
                    var swapTarget = random.Next(i + 1, lookupRemap.Length);
                    lookupRemap[i]          = lookupRemap[swapTarget];
                    lookupRemap[swapTarget] = temp;
                }
            }

            int       accumulator      = 0;
            double    totalTime        = 0;
            const int warmupIterations = 128;

            for (int iterationIndex = 0; iterationIndex < iterationCount + warmupIterations; ++iterationIndex)
            {
                dictionary.Clear();
                for (int i = 0; i < creationRemap.Length; ++i)
                {
                    var index = creationRemap[i];
                    var pair  = new CollidablePair
                    {
                        A = new CollidableReference(CollidableMobility.Kinematic, index),
                        B = new CollidableReference(CollidableMobility.Dynamic, index + perLayerCollidableCount)
                    };
                    dictionary.AddUnsafely(ref pair, index);
                }
                CacheBlaster.Blast();
                //Prewarm the remap into cache to more closely mirror the behavior in the narrow phase.
                for (int i = 0; i < lookupRemap.Length; ++i)
                {
                    accumulator += lookupRemap[i];
                }
                var start = Stopwatch.GetTimestamp();
                for (int i = 0; i < lookupRemap.Length; ++i)
                {
                    var collidableIndex = lookupRemap[i];
                    var pair            = new CollidablePair
                    {
                        A = new CollidableReference(CollidableMobility.Kinematic, collidableIndex),
                        B = new CollidableReference(CollidableMobility.Dynamic, collidableIndex + perLayerCollidableCount)
                    };
                    var dictionaryIndex = dictionary.IndexOf(ref pair);
                    accumulator += dictionaryIndex;
                }
                var end = Stopwatch.GetTimestamp();
                if (iterationIndex >= warmupIterations)
                {
                    totalTime += (end - start) / (double)Stopwatch.Frequency;
                }
            }
            Console.WriteLine($"Time per lookup (ns): {1e9 * totalTime / (iterationCount * creationRemap.Length)}, acc{accumulator}");

            pool.Clear();
        }