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-rw-r--r--tests/embind/embind_benchmark.cpp344
1 files changed, 344 insertions, 0 deletions
diff --git a/tests/embind/embind_benchmark.cpp b/tests/embind/embind_benchmark.cpp
new file mode 100644
index 00000000..80abc7e7
--- /dev/null
+++ b/tests/embind/embind_benchmark.cpp
@@ -0,0 +1,344 @@
+#include <stdio.h>
+#include <emscripten.h>
+#include <bind.h>
+#include <memory>
+
+int counter = 0;
+
+extern "C"
+{
+
+int __attribute__((noinline)) get_counter()
+{
+ return counter;
+}
+
+void __attribute__((noinline)) increment_counter()
+{
+ ++counter;
+}
+
+int __attribute__((noinline)) sum_int(int v1, int v2, int v3, int v4, int v5, int v6, int v7, int v8, int v9)
+{
+ return v1 + v2 + v3 + v4 + v5 + v6 + v7 + v8 + v9;
+}
+
+float __attribute__((noinline)) sum_float(float v1, float v2, float v3, float v4, float v5, float v6, float v7, float v8, float v9)
+{
+ return v1 + v2 + v3 + v4 + v5 + v6 + v7 + v8 + v9;
+}
+
+int __attribute__((noinline)) returns_input(int i)
+{
+ return i;
+}
+
+extern void increment_counter_benchmark_js(int N);
+extern void returns_input_benchmark_js();
+extern void sum_int_benchmark_js();
+extern void sum_float_benchmark_js();
+
+extern void increment_counter_benchmark_embind_js(int N);
+extern void returns_input_benchmark_embind_js();
+extern void sum_int_benchmark_embind_js();
+extern void sum_float_benchmark_embind_js();
+
+extern void increment_class_counter_benchmark_embind_js(int N);
+extern void move_gameobjects_benchmark_embind_js();
+}
+
+class Vec3
+{
+public:
+ Vec3():x(0),y(0),z(0) {}
+ Vec3(float x_, float y_, float z_):x(x_),y(y_),z(z_) {}
+ float x,y,z;
+};
+
+Vec3 add(const Vec3 &lhs, const Vec3 &rhs) { return Vec3(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z); }
+
+class Transform
+{
+public:
+ Transform():scale(1) {}
+
+ Vec3 pos;
+ Vec3 rot;
+ float scale;
+
+ Vec3 __attribute__((noinline)) GetPosition() const { return pos; }
+ Vec3 __attribute__((noinline)) GetRotation() const { return rot; }
+ float __attribute__((noinline)) GetScale() const { return scale; }
+
+ void __attribute__((noinline)) SetPosition(const Vec3 &pos_) { pos = pos_; }
+ void __attribute__((noinline)) SetRotation(const Vec3 &rot_) { rot = rot_; }
+ void __attribute__((noinline)) SetScale(float scale_) { scale = scale_; }
+};
+typedef std::shared_ptr<Transform> TransformPtr;
+
+class GameObject
+{
+public:
+ GameObject()
+ {
+ transform = std::make_shared<Transform>();
+ }
+ std::shared_ptr<Transform> transform;
+
+ TransformPtr __attribute__((noinline)) GetTransform() const { return transform; }
+};
+typedef std::shared_ptr<GameObject> GameObjectPtr;
+
+GameObjectPtr create_game_object()
+{
+ return std::make_shared<GameObject>();
+}
+
+class Foo
+{
+public:
+ Foo()
+ :class_counter(0)
+ {
+ }
+
+ void __attribute__((noinline)) incr_global_counter()
+ {
+ ++counter;
+ }
+
+ void __attribute__((noinline)) incr_class_counter()
+ {
+ ++class_counter;
+ }
+
+ int class_counter_val() const
+ {
+ return class_counter;
+ }
+
+ int class_counter;
+};
+
+EMSCRIPTEN_BINDINGS(benchmark)
+{
+ using namespace emscripten;
+
+ class_<GameObject>("GameObject")
+ .smart_ptr<GameObjectPtr>()
+ .function("GetTransform", &GameObject::GetTransform);
+
+ class_<Transform>("Transform")
+ .smart_ptr<TransformPtr>()
+ .function("GetPosition", &Transform::GetPosition)
+ .function("GetRotation", &Transform::GetRotation)
+ .function("GetScale", &Transform::GetScale)
+ .function("SetPosition", &Transform::SetPosition)
+ .function("SetRotation", &Transform::SetRotation)
+ .function("SetScale", &Transform::SetScale);
+
+ value_tuple<Vec3>("Vec3")
+ .element(&Vec3::x)
+ .element(&Vec3::y)
+ .element(&Vec3::z);
+
+ function("create_game_object", &create_game_object);
+ function("add", &add);
+
+ function("get_counter", &get_counter);
+ function("increment_counter", &increment_counter);
+ function("returns_input", &returns_input);
+ function("sum_int", &sum_int);
+ function("sum_float", &sum_float);
+
+ class_<Foo>("Foo")
+ .constructor<>()
+ .function("incr_global_counter", &Foo::incr_global_counter)
+ .function("incr_class_counter", &Foo::incr_class_counter)
+ .function("class_counter_val", &Foo::class_counter_val);
+}
+
+void __attribute__((noinline)) emscripten_get_now_benchmark(int N)
+{
+ volatile float t = emscripten_get_now();
+ for(int i = 0; i < N; ++i)
+ {
+ emscripten_get_now();
+ emscripten_get_now();
+ emscripten_get_now();
+ emscripten_get_now();
+ emscripten_get_now();
+ emscripten_get_now();
+ emscripten_get_now();
+ emscripten_get_now();
+ emscripten_get_now();
+ emscripten_get_now();
+ }
+ volatile float t2 = emscripten_get_now();
+ printf("C++ emscripten_get_now %d iters: %f msecs.\n", N, (t2-t));
+}
+
+void __attribute__((noinline)) increment_counter_benchmark(int N)
+{
+ volatile float t = emscripten_get_now();
+ for(int i = 0; i < N; ++i)
+ {
+ increment_counter();
+ increment_counter();
+ increment_counter();
+ increment_counter();
+ increment_counter();
+ increment_counter();
+ increment_counter();
+ increment_counter();
+ increment_counter();
+ increment_counter();
+ }
+ volatile float t2 = emscripten_get_now();
+ printf("C++ increment_counter %d iters: %f msecs.\n", N, (t2-t));
+}
+
+void __attribute__((noinline)) increment_class_counter_benchmark(int N)
+{
+ Foo foo;
+ volatile float t = emscripten_get_now();
+ for(int i = 0; i < N; ++i)
+ {
+ foo.incr_class_counter();
+ foo.incr_class_counter();
+ foo.incr_class_counter();
+ foo.incr_class_counter();
+ foo.incr_class_counter();
+ foo.incr_class_counter();
+ foo.incr_class_counter();
+ foo.incr_class_counter();
+ foo.incr_class_counter();
+ foo.incr_class_counter();
+ }
+ volatile float t2 = emscripten_get_now();
+ printf("C++ increment_class_counter %d iters: %f msecs. result: %d\n", N, (t2-t), foo.class_counter);
+}
+
+void __attribute__((noinline)) returns_input_benchmark()
+{
+ volatile int r = 0;
+ volatile float t = emscripten_get_now();
+ for(int i = 0; i < 100000; ++i)
+ {
+ r += returns_input(i);
+ r += returns_input(i);
+ r += returns_input(i);
+ r += returns_input(i);
+ r += returns_input(i);
+ r += returns_input(i);
+ r += returns_input(i);
+ r += returns_input(i);
+ r += returns_input(i);
+ r += returns_input(i);
+ }
+ volatile float t2 = emscripten_get_now();
+ printf("C++ returns_input 100000 iters: %f msecs.\n", (t2-t));
+}
+
+void __attribute__((noinline)) sum_int_benchmark()
+{
+ volatile float t = emscripten_get_now();
+ volatile int r = 0;
+ for(int i = 0; i < 100000; ++i)
+ {
+ r += sum_int(i,2,3,4,5,6,7,8,9);
+ r += sum_int(i,2,3,4,5,6,7,8,9);
+ r += sum_int(i,2,3,4,5,6,7,8,9);
+ r += sum_int(i,2,3,4,5,6,7,8,9);
+ r += sum_int(i,2,3,4,5,6,7,8,9);
+ r += sum_int(i,2,3,4,5,6,7,8,9);
+ r += sum_int(i,2,3,4,5,6,7,8,9);
+ r += sum_int(i,2,3,4,5,6,7,8,9);
+ r += sum_int(i,2,3,4,5,6,7,8,9);
+ r += sum_int(i,2,3,4,5,6,7,8,9);
+ }
+ volatile float t2 = emscripten_get_now();
+ printf("C++ sum_int 100000 iters: %f msecs.\n", (t2-t));
+}
+
+void __attribute__((noinline)) sum_float_benchmark()
+{
+ volatile float f = 0.f;
+ volatile float t = emscripten_get_now();
+ for(int i = 0; i < 100000; ++i)
+ {
+ f += sum_float((float)i,2.f,3.f,4.f,5.f,6.f,7.f,8.f,9.f);
+ f += sum_float((float)i,2.f,3.f,4.f,5.f,6.f,7.f,8.f,9.f);
+ f += sum_float((float)i,2.f,3.f,4.f,5.f,6.f,7.f,8.f,9.f);
+ f += sum_float((float)i,2.f,3.f,4.f,5.f,6.f,7.f,8.f,9.f);
+ f += sum_float((float)i,2.f,3.f,4.f,5.f,6.f,7.f,8.f,9.f);
+ f += sum_float((float)i,2.f,3.f,4.f,5.f,6.f,7.f,8.f,9.f);
+ f += sum_float((float)i,2.f,3.f,4.f,5.f,6.f,7.f,8.f,9.f);
+ f += sum_float((float)i,2.f,3.f,4.f,5.f,6.f,7.f,8.f,9.f);
+ f += sum_float((float)i,2.f,3.f,4.f,5.f,6.f,7.f,8.f,9.f);
+ f += sum_float((float)i,2.f,3.f,4.f,5.f,6.f,7.f,8.f,9.f);
+ }
+ volatile float t2 = emscripten_get_now();
+ printf("C++ sum_float 100000 iters: %f msecs.\n", (t2-t));
+}
+
+void __attribute__((noinline)) move_gameobjects_benchmark()
+{
+ const int N = 10000;
+ GameObjectPtr objects[N];
+ for(int i = 0; i < N; ++i)
+ objects[i] = create_game_object();
+
+ volatile float t = emscripten_get_now();
+ for(int i = 0; i < N; ++i)
+ {
+ TransformPtr t = objects[i]->GetTransform();
+ Vec3 pos = add(t->GetPosition(), Vec3(2.f, 0.f, 1.f));
+ Vec3 rot = add(t->GetRotation(), Vec3(0.1f, 0.2f, 0.3f));
+ t->SetPosition(pos);
+ t->SetRotation(rot);
+ }
+ volatile float t2 = emscripten_get_now();
+
+ Vec3 accum;
+ for(int i = 0; i < N; ++i)
+ accum = add(add(accum, objects[i]->GetTransform()->GetPosition()), objects[i]->GetTransform()->GetRotation());
+ printf("C++ move_gameobjects %d iters: %f msecs. Result: %f\n", N, (t2-t), accum.x+accum.y+accum.z);
+}
+
+int main()
+{
+ for(int i = 1000; i <= 100000; i *= 10)
+ emscripten_get_now_benchmark(i);
+
+ printf("\n");
+ for(int i = 1000; i <= 100000; i *= 10)
+ {
+ increment_counter_benchmark(i);
+ increment_counter_benchmark_js(i);
+ increment_counter_benchmark_embind_js(i);
+ printf("\n");
+ }
+
+ for(int i = 1000; i <= 100000; i *= 10)
+ {
+ increment_class_counter_benchmark(i);
+ increment_class_counter_benchmark_embind_js(i);
+ printf("\n");
+ }
+
+ returns_input_benchmark();
+ returns_input_benchmark_js();
+ returns_input_benchmark_embind_js();
+ printf("\n");
+ sum_int_benchmark();
+ sum_int_benchmark_js();
+ sum_int_benchmark_embind_js();
+ printf("\n");
+ sum_float_benchmark();
+ sum_float_benchmark_js();
+ sum_float_benchmark_embind_js();
+ printf("\n");
+ move_gameobjects_benchmark();
+ move_gameobjects_benchmark_embind_js();
+}