rust-game-engine/benches/voxel_map_benchmark.rs

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use criterion::{black_box, criterion_group, criterion_main, Criterion};
const MAP_WIDTH: usize = 100;
const MAP_HEIGHT: usize = 100;
const MAP_DEPTH: usize = 100;
#[derive(Clone, Copy, Debug)]
struct Voxel {
r: u8, g: u8, b: u8
}
fn voxel_vec_1d(data: Vec<Voxel>) -> Voxel {
const X: usize = 0;
const Y: usize = 0;
const Z: usize = 0;
return data[X + Y * MAP_WIDTH + Z * MAP_WIDTH * MAP_HEIGHT];
}
fn voxel_vec_3d(data: Vec<Vec<Vec<Voxel>>>) -> Voxel {
const X: usize = 0;
const Y: usize = 0;
const Z: usize = 0;
return data[X][Y][Z];
}
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fn voxel_map_benchmark(c: &mut Criterion) {
let vec_1d = vec![Voxel { r: 0, g: 0, b: 0 }; MAP_WIDTH * MAP_HEIGHT * MAP_DEPTH];
let vec_3d = vec![vec![vec![Voxel { r: 0, g: 0, b: 0 }; MAP_DEPTH]; MAP_HEIGHT]; MAP_WIDTH];
c.bench_function("voxels in 1d vector", |b| b.iter(|| voxel_vec_1d(black_box(vec_1d.clone()))));
c.bench_function("voxels in 3d vector", |b| b.iter(|| voxel_vec_3d(black_box(vec_3d.clone()))));
}
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criterion_group!(benches, voxel_map_benchmark);
criterion_main!(benches);