Add benchmarks for schedule dependency resolution (#4961)

# Objective

- Add benchmarks to test the performance of `Schedule`'s system dependency resolution.

## Solution

- Do a series of benchmarks while increasing the number of systems in the schedule to see how the run-time scales.
- Split the benchmarks into a group with no dependencies, and a group with many dependencies.
This commit is contained in:
JoJoJet 2022-06-20 17:35:54 +00:00
parent 218b0fd3b6
commit 92ea730362
2 changed files with 75 additions and 0 deletions

View File

@ -11,6 +11,7 @@ glam = "0.20"
rand = "0.8"
rand_chacha = "0.3"
criterion = { version = "0.3", features = ["html_reports"] }
bevy_app = { path = "../crates/bevy_app" }
bevy_ecs = { path = "../crates/bevy_ecs" }
bevy_reflect = { path = "../crates/bevy_reflect" }
bevy_tasks = { path = "../crates/bevy_tasks" }
@ -46,6 +47,11 @@ name = "world_get"
path = "benches/bevy_ecs/world_get.rs"
harness = false
[[bench]]
name = "schedule"
path = "benches/bevy_ecs/schedule.rs"
harness = false
[[bench]]
name = "reflect_list"
path = "benches/bevy_reflect/list.rs"

View File

@ -0,0 +1,69 @@
use bevy_app::App;
use bevy_ecs::prelude::*;
use criterion::{criterion_group, criterion_main, Criterion};
criterion_group!(benches, build_schedule);
criterion_main!(benches);
fn build_schedule(criterion: &mut Criterion) {
// empty system
fn empty_system() {}
// Use multiple different kinds of label to ensure that dynamic dispatch
// doesn't somehow get optimized away.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, SystemLabel)]
struct NumLabel(usize);
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, SystemLabel)]
struct DummyLabel;
let mut group = criterion.benchmark_group("build_schedule");
group.warm_up_time(std::time::Duration::from_millis(500));
group.measurement_time(std::time::Duration::from_secs(15));
// Method: generate a set of `graph_size` systems which have a One True Ordering.
// Add system to the stage with full constraints. Hopefully this should be maximimally
// difficult for bevy to figure out.
let labels: Vec<_> = (0..1000).map(NumLabel).collect();
// Benchmark graphs of different sizes.
for graph_size in [100, 500, 1000] {
// Basic benchmark without constraints.
group.bench_function(format!("{graph_size}_schedule_noconstraints"), |bencher| {
bencher.iter(|| {
let mut app = App::new();
for _ in 0..graph_size {
app.add_system(empty_system);
}
app.update();
});
});
// Benchmark with constraints.
group.bench_function(format!("{graph_size}_schedule"), |bencher| {
bencher.iter(|| {
let mut app = App::new();
app.add_system(empty_system.label(DummyLabel));
// Build a fully-connected dependency graph describing the One True Ordering.
// Not particularly realistic but this can be refined later.
for i in 0..graph_size {
let mut sys = empty_system.label(labels[i]).before(DummyLabel);
for a in 0..i {
sys = sys.after(labels[a]);
}
for b in i + 1..graph_size {
sys = sys.before(labels[b]);
}
app.add_system(sys);
}
// Run the app for a single frame.
// This is necessary since dependency resolution does not occur until the game runs.
// FIXME: Running the game clutters up the benchmarks, so ideally we'd be
// able to benchmark the dependency resolution directly.
app.update();
});
});
}
group.finish();
}