Buckets:
| // Copyright 2013 The Emscripten Authors. All rights reserved. | |
| // Emscripten is available under two separate licenses, the MIT license and the | |
| // University of Illinois/NCSA Open Source License. Both these licenses can be | |
| // found in the LICENSE file. | |
| // | |
| // Based on joelgwebber's Box2D benchmarks, | |
| // https://github.com/joelgwebber/bench2d/blob/master/c/Bench2d.cpp | |
| // | |
| // Settings ===================== | |
| // Turn this on to include the y-position of the top box in the output. | |
| int WARMUP; | |
| int FRAMES; | |
| typedef struct { | |
| float mean; | |
| float stddev; | |
| } result_t; | |
| // ============================== | |
| using namespace std; | |
| const int e_count = 40; | |
| result_t measure(clock_t *times) { | |
| float values[FRAMES]; | |
| result_t r; | |
| float total = 0; | |
| for (int i = 0; i < FRAMES; ++i) { | |
| values[i] = (float)times[i] / CLOCKS_PER_SEC * 1000; | |
| total += values[i]; | |
| } | |
| r.mean = total / FRAMES; | |
| float variance = 0; | |
| for (int i = 0; i < FRAMES; ++i) { | |
| float diff = values[i] - r.mean; | |
| variance += diff * diff; | |
| } | |
| r.stddev = sqrt(variance / FRAMES); | |
| return r; | |
| } | |
| b2World *world; | |
| clock_t *times, minn = CLOCKS_PER_SEC * 1000 * 100, maxx = -1; | |
| b2Body* topBody; | |
| int32 frameCounter = 0; | |
| void iter(); | |
| int main(int argc, char **argv) { | |
| int arg = argc > 1 ? argv[1][0] - '0' : 3; | |
| switch(arg) { | |
| case 0: return 0; break; | |
| case 1: WARMUP = 5; FRAMES = 35; break; | |
| case 2: WARMUP = 32; FRAMES = 161; break; | |
| case 3: WARMUP = 64; FRAMES = 333; break; | |
| case 4: WARMUP = 5*64; FRAMES = 7*333; break; | |
| case 5: WARMUP = 10*64; FRAMES = 17*333; break; | |
| default: printf("error: %d\\n", arg); return -1; | |
| } | |
| // do not split out warmup, do not ignore initial stalls | |
| FRAMES += WARMUP; | |
| WARMUP = 0; | |
| times = new clock_t[FRAMES]; | |
| // Define the gravity vector. | |
| b2Vec2 gravity(0.0f, -10.0f); | |
| // Construct a world object, which will hold and simulate the rigid bodies. | |
| world = new b2World(gravity); | |
| world->SetAllowSleeping(false); | |
| { | |
| b2BodyDef bd; | |
| b2Body* ground = world->CreateBody(&bd); | |
| b2EdgeShape shape; | |
| shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f)); | |
| ground->CreateFixture(&shape, 0.0f); | |
| } | |
| { | |
| float32 a = 0.5f; | |
| b2PolygonShape shape; | |
| shape.SetAsBox(a, a); | |
| b2Vec2 x(-7.0f, 0.75f); | |
| b2Vec2 y; | |
| b2Vec2 deltaX(0.5625f, 1); | |
| b2Vec2 deltaY(1.125f, 0.0f); | |
| for (int32 i = 0; i < e_count; ++i) { | |
| y = x; | |
| for (int32 j = i; j < e_count; ++j) { | |
| b2BodyDef bd; | |
| bd.type = b2_dynamicBody; | |
| bd.position = y; | |
| b2Body* body = world->CreateBody(&bd); | |
| body->CreateFixture(&shape, 5.0f); | |
| topBody = body; | |
| y += deltaY; | |
| } | |
| x += deltaX; | |
| } | |
| } | |
| for (int32 i = 0; i < WARMUP; ++i) { | |
| world->Step(1.0f/60.0f, 3, 3); | |
| } | |
| do { | |
| iter(); | |
| } while (frameCounter <= FRAMES); | |
| return 0; | |
| } | |
| void iter() { | |
| if (frameCounter < FRAMES) { | |
| clock_t start = clock(); | |
| world->Step(1.0f/60.0f, 3, 3); | |
| clock_t end = clock(); | |
| clock_t curr = end - start; | |
| times[frameCounter] = curr; | |
| if (curr < minn) minn = curr; | |
| if (curr > maxx) maxx = curr; | |
| printf("%f :: ", topBody->GetPosition().y); | |
| printf("%f\n", (float32)(end - start) / CLOCKS_PER_SEC * 1000); | |
| frameCounter++; | |
| return; | |
| } | |
| // that's it! | |
| frameCounter++; | |
| result_t result = measure(times); | |
| printf("frame averages: %.3f +- %.3f, range: %.3f to %.3f \n", result.mean, result.stddev, float(minn)/CLOCKS_PER_SEC * 1000, float(maxx)/CLOCKS_PER_SEC * 1000); | |
| } | |
Xet Storage Details
- Size:
- 3.64 kB
- Xet hash:
- d92dd82ad583529f4c228d2ddb23429e8851485f1445515ad5f1bca40a509466
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.