use criterion::{black_box, criterion_group, criterion_main, Criterion}; use vek::*; use veloren_common::{ terrain::{ block::{Block, BlockKind}, SpriteKind, TerrainChunk, TerrainChunkMeta, }, vol::*, }; const MIN_Z: i32 = 140; const MAX_Z: i32 = 220; fn criterion_benchmark(c: &mut Criterion) { // Setup: Create chunk and fill it (dense) for z in [140, 220). let mut chunk = TerrainChunk::new( MIN_Z, Block::new(BlockKind::Rock, Rgb::zero()), Block::air(SpriteKind::Empty), TerrainChunkMeta::void(), ); for pos in chunk.pos_iter( Vec3::new(0, 0, MIN_Z), Vec3::new( TerrainChunk::RECT_SIZE.x as i32, TerrainChunk::RECT_SIZE.y as i32, MAX_Z, ), ) { chunk .set(pos, Block::new(BlockKind::Rock, Rgb::zero())) .unwrap(); } let mut c = c.benchmark_group("chunk"); c.bench_function("full read", |b| { b.iter(|| { for (_, vox) in chunk.vol_iter( Vec3::new(0, 0, MIN_Z), Vec3::new( TerrainChunk::RECT_SIZE.x as i32, TerrainChunk::RECT_SIZE.x as i32, MAX_Z, ), ) { black_box(vox); } }) }); c.bench_function("constrained read", |b| { b.iter(|| { for (_, vox) in chunk.vol_iter(Vec3::new(9, 13, 2 + MIN_Z), Vec3::new(26, 30, -13 + MAX_Z)) { black_box(vox); } }) }); c.bench_function("local read", |b| { b.iter(|| { for (_, vox) in chunk.vol_iter(Vec3::new(9, 13, 2 + MIN_Z), Vec3::new(14, 18, 7 + MIN_Z)) { black_box(vox); } }) }); c.bench_function("X-direction read", |b| { b.iter(|| { for (_, vox) in chunk.vol_iter(Vec3::new(9, 13, 2 + MIN_Z), Vec3::new(26, 14, 3 + MIN_Z)) { black_box(vox); } }) }); c.bench_function("Y-direction read", |b| { b.iter(|| { for (_, vox) in chunk.vol_iter(Vec3::new(9, 13, 2 + MIN_Z), Vec3::new(10, 30, 3 + MIN_Z)) { black_box(vox); } }) }); c.bench_function("Z-direction read", |b| { b.iter(|| { for (_, vox) in chunk.vol_iter(Vec3::new(9, 13, 2 + MIN_Z), Vec3::new(10, 14, 19 + MIN_Z)) { black_box(vox); } }) }); c.bench_function("long Z-direction read", |b| { b.iter(|| { for (_, vox) in chunk.vol_iter(Vec3::new(9, 13, 2 + MIN_Z), Vec3::new(10, 14, -13 + MAX_Z)) { black_box(vox); } }) }); c.bench_function("full write (dense)", |b| { b.iter(|| { for pos in chunk.pos_iter( Vec3::new(0, 0, MIN_Z), Vec3::new( TerrainChunk::RECT_SIZE.x as i32, TerrainChunk::RECT_SIZE.x as i32, MAX_Z, ), ) { let _ = chunk.set(pos, Block::new(BlockKind::Rock, Rgb::zero())); } }) }); black_box(chunk); } criterion_group!(benches, criterion_benchmark); criterion_main!(benches);