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++ // Copyright (C) 2022 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ #include <QtTest>
++
++ #include <QtCore/qvector.h>
++
++ #include <ssg/qssgrendercontextcore.h>
++
++ #include <QtQuick3DRuntimeRender/private/qssgrenderer_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrendercamera_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrenderbuffermanager_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrendershadercodegenerator_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrhicustommaterialsystem_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrendershadercache_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgdebugdrawsystem_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrenderroot_p.h>
++ #include <QtQuick3D/private/qquick3dscenemanager_p.h>
++
++ class tst_renderer : public QObject
++ {
++ Q_OBJECT
++
++ public:
++ tst_renderer();
++ ~tst_renderer() = default;
++
++ private Q_SLOTS:
++ void initTestCase();
++ void bench_prep();
++ void bench_dynamic_remove();
++ void bench_dynamic_add();
++
++ private:
++ QRhi *rhi = nullptr;
++ std::shared_ptr<QSSGRenderContextInterface> renderContext;
++ QSharedPointer<QQuick3DSceneManager> sceneManager;
++ QQuick3DWindowAttachment *wa = nullptr;
++
++ QString meshPath;
++ int modelCount = 0;
++ QSSGRenderCamera camera{ QSSGRenderCamera::Type::OrthographicCamera };
++ QSSGRenderLayer layer;
++
++ struct AddPair
++ {
++ QSSGRenderNode *parent = nullptr;
++ QSSGRenderNode *child = nullptr;
++ };
++
++ std::vector<QSSGRenderNode *> remove;
++ std::vector<AddPair> add;
++ };
++
++ tst_renderer::tst_renderer()
++ {
++ }
++
++ void tst_renderer::initTestCase()
++ {
++ sceneManager.reset(new QQuick3DSceneManager);
++
++ rhi = QRhi::create(QRhi::Null, nullptr);
++ QRhiCommandBuffer *cb;
++ rhi->beginOffscreenFrame(&cb);
++
++ std::unique_ptr<QSSGRhiContext> rhiContext = std::make_unique<QSSGRhiContext>(rhi);
++ QSSGRhiContextPrivate::get(rhiContext.get())->setCommandBuffer(cb);
++
++ renderContext = std::make_shared<QSSGRenderContextInterface>(std::make_unique<QSSGBufferManager>(),
++ std::make_unique<QSSGRenderer>(),
++ std::make_shared<QSSGShaderLibraryManager>(),
++ std::make_unique<QSSGShaderCache>(*rhiContext),
++ std::make_unique<QSSGCustomMaterialSystem>(),
++ std::make_unique<QSSGProgramGenerator>(),
++ std::move(rhiContext));
++
++ wa = new QQuick3DWindowAttachment(nullptr);
++ wa->setRci(renderContext);
++ sceneManager->wattached = wa;
++
++ wa->rootNode()->addChild(layer);
++ layer.rootNode = wa->rootNode();
++
++ meshPath = qEnvironmentVariable("tst_mesh", "#Cube");
++
++ bool ok = true;
++ int n = qEnvironmentVariableIntValue("tst_count", &ok);
++ if (!ok)
++ n = 22; // 22^3 = 10648 models
++
++ modelCount = n * n * n;
++
++ Q_ASSERT(n > 0 && n <= 100); // Note: Models = count^3
++
++ const float spacing = 20.0f;
++ const float offset = -spacing * float(n) * 0.5f;
++
++ layer.explicitCameras.resize(1);
++ layer.explicitCameras[0] = &camera;
++
++ const auto &renderer = renderContext->renderer();
++ const auto viewport = QRect(QPoint(), QSize(800,600));
++ renderer->setViewport(viewport);
++ renderer->setScissorRect(viewport);
++
++ QSSGRenderNode *parent = &layer;
++ size_t counter = 0;
++ for (int x = 0; x != n; ++x) {
++ for (int y = 0; y != n; ++y) {
++ for (int z = 0; z != n; ++z) {
++ ++counter;
++ // Set-up model
++ QSSGRenderModel *model = new QSSGRenderModel;
++ // Each 4th model we'll change the parent
++ if (counter % 4 == 0) {
++ parent->addChild(*model);
++ parent = model;
++ } else {
++ parent->addChild(*model);
++ }
++
++ // Every 50th model we'll put in the remove list
++ if (counter % 50 == 0)
++ remove.push_back(model);
++
++ model->meshPath = QSSGRenderPath("#Cube");
++ model->localTransform.translate(QVector3D((float(x) + offset) * spacing,
++ (float(y) + offset) * spacing,
++ (float(z) + offset) * spacing));
++
++ // Set-up material
++ QSSGRenderDefaultMaterial *mat = new QSSGRenderDefaultMaterial;
++ mat->color = QVector4D(1.0f, 0.0f, 0.0f, 1.0f);
++ mat->opacity = (z % 2) ? 1.0f : 0.5f;
++ mat->lighting = QSSGRenderDefaultMaterial::MaterialLighting::NoLighting;
++
++ model->materials.push_back(mat);
++ }
++ }
++ }
++
++ // Manually mark the layer dirty (The layers are marked dirty during sync)
++ layer.markDirty(QSSGRenderLayer::DirtyFlag::TreeDirty);
++ }
++
++ void tst_renderer::bench_prep()
++ {
++ QVERIFY(!layer.children.isEmpty());
++ const auto &renderer = renderContext->renderer();
++ QBENCHMARK {
++ renderer->beginFrame(layer);
++ renderer->prepareLayerForRender(layer);
++ renderer->endFrame(layer);
++ }
++ }
++
++ void tst_renderer::bench_dynamic_remove()
++ {
++ // Here we'll benchmark what the cost is when the
++ // the scene is adding a node each frame.
++ QVERIFY(!layer.children.isEmpty());
++ const auto &renderer = renderContext->renderer();
++ QBENCHMARK {
++ // Remove a model
++ if (remove.size() > 0) {
++ QSSGRenderNode *model = remove.back();
++ remove.pop_back();
++ QSSGRenderNode *parent = model->parent;
++ parent->removeChild(*model);
++ add.push_back({parent, model});
++ // Manually mark the layer dirty (The layers are marked dirty during sync)
++ layer.markDirty(QSSGRenderLayer::DirtyFlag::TreeDirty);
++ }
++
++ renderer->beginFrame(layer);
++ renderer->prepareLayerForRender(layer);
++ renderer->endFrame(layer);
++ }
++ }
++
++ void tst_renderer::bench_dynamic_add()
++ {
++ // Here we'll benchmark what the cost is when the
++ // the scene is removing a node each frame.
++ QVERIFY(!layer.children.isEmpty());
++ const auto &renderer = renderContext->renderer();
++ QBENCHMARK {
++ // Add a model back
++ if (add.size() > 0) {
++ auto [parent, child] = add.back();
++ add.pop_back();
++ parent->addChild(*child);
++ // Manually mark the layer dirty (The layers are marked dirty during sync)
++ layer.markDirty(QSSGRenderLayer::DirtyFlag::TreeDirty);
++ }
++
++ renderer->beginFrame(layer);
++ renderer->prepareLayerForRender(layer);
++ renderer->endFrame(layer);
++ }
++ }
++
++ QTEST_APPLESS_MAIN(tst_renderer)
++
++ #include "tst_renderer.moc"