Stress Tests / Bevymark

Back to examples View in GitHub

Support Warning

WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples here.

//! This example provides a 2D benchmark.
//!
//! Usage: spawn more entities by clicking on the screen.

use std::str::FromStr;

use argh::FromArgs;
use bevy::{
    color::palettes::basic::*,
    diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
    prelude::*,
    render::{
        render_asset::RenderAssetUsages,
        render_resource::{Extent3d, TextureDimension, TextureFormat},
    },
    sprite::AlphaMode2d,
    utils::Duration,
    window::{PresentMode, WindowResolution},
    winit::{UpdateMode, WinitSettings},
};
use rand::{seq::SliceRandom, Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;

const BIRDS_PER_SECOND: u32 = 10000;
const GRAVITY: f32 = -9.8 * 100.0;
const MAX_VELOCITY: f32 = 750.;
const BIRD_SCALE: f32 = 0.15;
const BIRD_TEXTURE_SIZE: usize = 256;
const HALF_BIRD_SIZE: f32 = BIRD_TEXTURE_SIZE as f32 * BIRD_SCALE * 0.5;

#[derive(Resource)]
struct BevyCounter {
    pub count: usize,
    pub color: Color,
}

#[derive(Component)]
struct Bird {
    velocity: Vec3,
}

#[derive(FromArgs, Resource)]
/// `bevymark` sprite / 2D mesh stress test
struct Args {
    /// whether to use sprite or mesh2d
    #[argh(option, default = "Mode::Sprite")]
    mode: Mode,

    /// whether to step animations by a fixed amount such that each frame is the same across runs.
    /// If spawning waves, all are spawned up-front to immediately start rendering at the heaviest
    /// load.
    #[argh(switch)]
    benchmark: bool,

    /// how many birds to spawn per wave.
    #[argh(option, default = "0")]
    per_wave: usize,

    /// the number of waves to spawn.
    #[argh(option, default = "0")]
    waves: usize,

    /// whether to vary the material data in each instance.
    #[argh(switch)]
    vary_per_instance: bool,

    /// the number of different textures from which to randomly select the material color. 0 means no textures.
    #[argh(option, default = "1")]
    material_texture_count: usize,

    /// generate z values in increasing order rather than randomly
    #[argh(switch)]
    ordered_z: bool,

    /// the alpha mode used to spawn the sprites
    #[argh(option, default = "AlphaMode::Blend")]
    alpha_mode: AlphaMode,
}

#[derive(Default, Clone)]
enum Mode {
    #[default]
    Sprite,
    Mesh2d,
}

impl FromStr for Mode {
    type Err = String;

    fn from_str(s: &str) -> Result<Self, Self::Err> {
        match s {
            "sprite" => Ok(Self::Sprite),
            "mesh2d" => Ok(Self::Mesh2d),
            _ => Err(format!(
                "Unknown mode: '{s}', valid modes: 'sprite', 'mesh2d'"
            )),
        }
    }
}

#[derive(Default, Clone)]
enum AlphaMode {
    Opaque,
    #[default]
    Blend,
    AlphaMask,
}

impl FromStr for AlphaMode {
    type Err = String;

    fn from_str(s: &str) -> Result<Self, Self::Err> {
        match s {
            "opaque" => Ok(Self::Opaque),
            "blend" => Ok(Self::Blend),
            "alpha_mask" => Ok(Self::AlphaMask),
            _ => Err(format!(
                "Unknown alpha mode: '{s}', valid modes: 'opaque', 'blend', 'alpha_mask'"
            )),
        }
    }
}

const FIXED_TIMESTEP: f32 = 0.2;

fn main() {
    // `from_env` panics on the web
    #[cfg(not(target_arch = "wasm32"))]
    let args: Args = argh::from_env();
    #[cfg(target_arch = "wasm32")]
    let args = Args::from_args(&[], &[]).unwrap();

    App::new()
        .add_plugins((
            DefaultPlugins.set(WindowPlugin {
                primary_window: Some(Window {
                    title: "BevyMark".into(),
                    resolution: WindowResolution::new(1920.0, 1080.0)
                        .with_scale_factor_override(1.0),
                    present_mode: PresentMode::AutoNoVsync,
                    ..default()
                }),
                ..default()
            }),
            FrameTimeDiagnosticsPlugin,
            LogDiagnosticsPlugin::default(),
        ))
        .insert_resource(WinitSettings {
            focused_mode: UpdateMode::Continuous,
            unfocused_mode: UpdateMode::Continuous,
        })
        .insert_resource(args)
        .insert_resource(BevyCounter {
            count: 0,
            color: Color::WHITE,
        })
        .add_systems(Startup, setup)
        .add_systems(FixedUpdate, scheduled_spawner)
        .add_systems(
            Update,
            (
                mouse_handler,
                movement_system,
                collision_system,
                counter_system,
            ),
        )
        .insert_resource(Time::<Fixed>::from_duration(Duration::from_secs_f32(
            FIXED_TIMESTEP,
        )))
        .run();
}

#[derive(Resource)]
struct BirdScheduled {
    waves: usize,
    per_wave: usize,
}

fn scheduled_spawner(
    mut commands: Commands,
    args: Res<Args>,
    window: Single<&Window>,
    mut scheduled: ResMut<BirdScheduled>,
    mut counter: ResMut<BevyCounter>,
    bird_resources: ResMut<BirdResources>,
) {
    if scheduled.waves > 0 {
        let bird_resources = bird_resources.into_inner();
        spawn_birds(
            &mut commands,
            args.into_inner(),
            &window.resolution,
            &mut counter,
            scheduled.per_wave,
            bird_resources,
            None,
            scheduled.waves - 1,
        );

        scheduled.waves -= 1;
    }
}

#[derive(Resource)]
struct BirdResources {
    textures: Vec<Handle<Image>>,
    materials: Vec<Handle<ColorMaterial>>,
    quad: Handle<Mesh>,
    color_rng: ChaCha8Rng,
    material_rng: ChaCha8Rng,
    velocity_rng: ChaCha8Rng,
    transform_rng: ChaCha8Rng,
}

#[derive(Component)]
struct StatsText;

#[allow(clippy::too_many_arguments)]
fn setup(
    mut commands: Commands,
    args: Res<Args>,
    asset_server: Res<AssetServer>,
    mut meshes: ResMut<Assets<Mesh>>,
    material_assets: ResMut<Assets<ColorMaterial>>,
    images: ResMut<Assets<Image>>,
    window: Single<&Window>,
    counter: ResMut<BevyCounter>,
) {
    warn!(include_str!("warning_string.txt"));

    let args = args.into_inner();
    let images = images.into_inner();

    let mut textures = Vec::with_capacity(args.material_texture_count.max(1));
    if matches!(args.mode, Mode::Sprite) || args.material_texture_count > 0 {
        textures.push(asset_server.load("branding/icon.png"));
    }
    init_textures(&mut textures, args, images);

    let material_assets = material_assets.into_inner();
    let materials = init_materials(args, &textures, material_assets);

    let mut bird_resources = BirdResources {
        textures,
        materials,
        quad: meshes.add(Rectangle::from_size(Vec2::splat(BIRD_TEXTURE_SIZE as f32))),
        // We're seeding the PRNG here to make this example deterministic for testing purposes.
        // This isn't strictly required in practical use unless you need your app to be deterministic.
        color_rng: ChaCha8Rng::seed_from_u64(42),
        material_rng: ChaCha8Rng::seed_from_u64(42),
        velocity_rng: ChaCha8Rng::seed_from_u64(42),
        transform_rng: ChaCha8Rng::seed_from_u64(42),
    };

    let font = TextFont {
        font_size: 40.0,
        ..Default::default()
    };

    commands.spawn(Camera2d);
    commands
        .spawn((
            Node {
                position_type: PositionType::Absolute,
                padding: UiRect::all(Val::Px(5.0)),
                ..default()
            },
            BackgroundColor(Color::BLACK.with_alpha(0.75)),
            GlobalZIndex(i32::MAX),
        ))
        .with_children(|p| {
            p.spawn((Text::default(), StatsText)).with_children(|p| {
                p.spawn((
                    TextSpan::new("Bird Count: "),
                    font.clone(),
                    TextColor(LIME.into()),
                ));
                p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
                p.spawn((
                    TextSpan::new("\nFPS (raw): "),
                    font.clone(),
                    TextColor(LIME.into()),
                ));
                p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
                p.spawn((
                    TextSpan::new("\nFPS (SMA): "),
                    font.clone(),
                    TextColor(LIME.into()),
                ));
                p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
                p.spawn((
                    TextSpan::new("\nFPS (EMA): "),
                    font.clone(),
                    TextColor(LIME.into()),
                ));
                p.spawn((TextSpan::new(""), font.clone(), TextColor(AQUA.into())));
            });
        });

    let mut scheduled = BirdScheduled {
        per_wave: args.per_wave,
        waves: args.waves,
    };

    if args.benchmark {
        let counter = counter.into_inner();
        for wave in (0..scheduled.waves).rev() {
            spawn_birds(
                &mut commands,
                args,
                &window.resolution,
                counter,
                scheduled.per_wave,
                &mut bird_resources,
                Some(wave),
                wave,
            );
        }
        scheduled.waves = 0;
    }
    commands.insert_resource(bird_resources);
    commands.insert_resource(scheduled);
}

#[allow(clippy::too_many_arguments)]
fn mouse_handler(
    mut commands: Commands,
    args: Res<Args>,
    time: Res<Time>,
    mouse_button_input: Res<ButtonInput<MouseButton>>,
    window: Single<&Window>,
    bird_resources: ResMut<BirdResources>,
    mut counter: ResMut<BevyCounter>,
    mut rng: Local<Option<ChaCha8Rng>>,
    mut wave: Local<usize>,
) {
    if rng.is_none() {
        // We're seeding the PRNG here to make this example deterministic for testing purposes.
        // This isn't strictly required in practical use unless you need your app to be deterministic.
        *rng = Some(ChaCha8Rng::seed_from_u64(42));
    }
    let rng = rng.as_mut().unwrap();

    if mouse_button_input.just_released(MouseButton::Left) {
        counter.color = Color::linear_rgb(rng.gen(), rng.gen(), rng.gen());
    }

    if mouse_button_input.pressed(MouseButton::Left) {
        let spawn_count = (BIRDS_PER_SECOND as f64 * time.delta_secs_f64()) as usize;
        spawn_birds(
            &mut commands,
            args.into_inner(),
            &window.resolution,
            &mut counter,
            spawn_count,
            bird_resources.into_inner(),
            None,
            *wave,
        );
        *wave += 1;
    }
}

fn bird_velocity_transform(
    half_extents: Vec2,
    mut translation: Vec3,
    velocity_rng: &mut ChaCha8Rng,
    waves: Option<usize>,
    dt: f32,
) -> (Transform, Vec3) {
    let mut velocity = Vec3::new(MAX_VELOCITY * (velocity_rng.gen::<f32>() - 0.5), 0., 0.);

    if let Some(waves) = waves {
        // Step the movement and handle collisions as if the wave had been spawned at fixed time intervals
        // and with dt-spaced frames of simulation
        for _ in 0..(waves * (FIXED_TIMESTEP / dt).round() as usize) {
            step_movement(&mut translation, &mut velocity, dt);
            handle_collision(half_extents, &translation, &mut velocity);
        }
    }
    (
        Transform::from_translation(translation).with_scale(Vec3::splat(BIRD_SCALE)),
        velocity,
    )
}

const FIXED_DELTA_TIME: f32 = 1.0 / 60.0;

#[allow(clippy::too_many_arguments)]
fn spawn_birds(
    commands: &mut Commands,
    args: &Args,
    primary_window_resolution: &WindowResolution,
    counter: &mut BevyCounter,
    spawn_count: usize,
    bird_resources: &mut BirdResources,
    waves_to_simulate: Option<usize>,
    wave: usize,
) {
    let bird_x = (primary_window_resolution.width() / -2.) + HALF_BIRD_SIZE;
    let bird_y = (primary_window_resolution.height() / 2.) - HALF_BIRD_SIZE;

    let half_extents = 0.5 * primary_window_resolution.size();

    let color = counter.color;
    let current_count = counter.count;

    match args.mode {
        Mode::Sprite => {
            let batch = (0..spawn_count)
                .map(|count| {
                    let bird_z = if args.ordered_z {
                        (current_count + count) as f32 * 0.00001
                    } else {
                        bird_resources.transform_rng.gen::<f32>()
                    };

                    let (transform, velocity) = bird_velocity_transform(
                        half_extents,
                        Vec3::new(bird_x, bird_y, bird_z),
                        &mut bird_resources.velocity_rng,
                        waves_to_simulate,
                        FIXED_DELTA_TIME,
                    );

                    let color = if args.vary_per_instance {
                        Color::linear_rgb(
                            bird_resources.color_rng.gen(),
                            bird_resources.color_rng.gen(),
                            bird_resources.color_rng.gen(),
                        )
                    } else {
                        color
                    };
                    (
                        Sprite {
                            image: bird_resources
                                .textures
                                .choose(&mut bird_resources.material_rng)
                                .unwrap()
                                .clone(),
                            color,
                            ..default()
                        },
                        transform,
                        Bird { velocity },
                    )
                })
                .collect::<Vec<_>>();
            commands.spawn_batch(batch);
        }
        Mode::Mesh2d => {
            let batch = (0..spawn_count)
                .map(|count| {
                    let bird_z = if args.ordered_z {
                        (current_count + count) as f32 * 0.00001
                    } else {
                        bird_resources.transform_rng.gen::<f32>()
                    };

                    let (transform, velocity) = bird_velocity_transform(
                        half_extents,
                        Vec3::new(bird_x, bird_y, bird_z),
                        &mut bird_resources.velocity_rng,
                        waves_to_simulate,
                        FIXED_DELTA_TIME,
                    );

                    let material =
                        if args.vary_per_instance || args.material_texture_count > args.waves {
                            bird_resources
                                .materials
                                .choose(&mut bird_resources.material_rng)
                                .unwrap()
                                .clone()
                        } else {
                            bird_resources.materials[wave % bird_resources.materials.len()].clone()
                        };
                    (
                        Mesh2d(bird_resources.quad.clone()),
                        MeshMaterial2d(material),
                        transform,
                        Bird { velocity },
                    )
                })
                .collect::<Vec<_>>();
            commands.spawn_batch(batch);
        }
    }

    counter.count += spawn_count;
    counter.color = Color::linear_rgb(
        bird_resources.color_rng.gen(),
        bird_resources.color_rng.gen(),
        bird_resources.color_rng.gen(),
    );
}

fn step_movement(translation: &mut Vec3, velocity: &mut Vec3, dt: f32) {
    translation.x += velocity.x * dt;
    translation.y += velocity.y * dt;
    velocity.y += GRAVITY * dt;
}

fn movement_system(
    args: Res<Args>,
    time: Res<Time>,
    mut bird_query: Query<(&mut Bird, &mut Transform)>,
) {
    let dt = if args.benchmark {
        FIXED_DELTA_TIME
    } else {
        time.delta_secs()
    };
    for (mut bird, mut transform) in &mut bird_query {
        step_movement(&mut transform.translation, &mut bird.velocity, dt);
    }
}

fn handle_collision(half_extents: Vec2, translation: &Vec3, velocity: &mut Vec3) {
    if (velocity.x > 0. && translation.x + HALF_BIRD_SIZE > half_extents.x)
        || (velocity.x <= 0. && translation.x - HALF_BIRD_SIZE < -half_extents.x)
    {
        velocity.x = -velocity.x;
    }
    let velocity_y = velocity.y;
    if velocity_y < 0. && translation.y - HALF_BIRD_SIZE < -half_extents.y {
        velocity.y = -velocity_y;
    }
    if translation.y + HALF_BIRD_SIZE > half_extents.y && velocity_y > 0.0 {
        velocity.y = 0.0;
    }
}
fn collision_system(window: Single<&Window>, mut bird_query: Query<(&mut Bird, &Transform)>) {
    let half_extents = 0.5 * window.size();

    for (mut bird, transform) in &mut bird_query {
        handle_collision(half_extents, &transform.translation, &mut bird.velocity);
    }
}

fn counter_system(
    diagnostics: Res<DiagnosticsStore>,
    counter: Res<BevyCounter>,
    query: Single<Entity, With<StatsText>>,
    mut writer: TextUiWriter,
) {
    let text = *query;

    if counter.is_changed() {
        *writer.text(text, 2) = counter.count.to_string();
    }

    if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
        if let Some(raw) = fps.value() {
            *writer.text(text, 4) = format!("{raw:.2}");
        }
        if let Some(sma) = fps.average() {
            *writer.text(text, 6) = format!("{sma:.2}");
        }
        if let Some(ema) = fps.smoothed() {
            *writer.text(text, 8) = format!("{ema:.2}");
        }
    };
}

fn init_textures(textures: &mut Vec<Handle<Image>>, args: &Args, images: &mut Assets<Image>) {
    // We're seeding the PRNG here to make this example deterministic for testing purposes.
    // This isn't strictly required in practical use unless you need your app to be deterministic.
    let mut color_rng = ChaCha8Rng::seed_from_u64(42);
    while textures.len() < args.material_texture_count {
        let pixel = [color_rng.gen(), color_rng.gen(), color_rng.gen(), 255];
        textures.push(images.add(Image::new_fill(
            Extent3d {
                width: BIRD_TEXTURE_SIZE as u32,
                height: BIRD_TEXTURE_SIZE as u32,
                depth_or_array_layers: 1,
            },
            TextureDimension::D2,
            &pixel,
            TextureFormat::Rgba8UnormSrgb,
            RenderAssetUsages::RENDER_WORLD,
        )));
    }
}

fn init_materials(
    args: &Args,
    textures: &[Handle<Image>],
    assets: &mut Assets<ColorMaterial>,
) -> Vec<Handle<ColorMaterial>> {
    let capacity = if args.vary_per_instance {
        args.per_wave * args.waves
    } else {
        args.material_texture_count.max(args.waves)
    }
    .max(1);

    let alpha_mode = match args.alpha_mode {
        AlphaMode::Opaque => AlphaMode2d::Opaque,
        AlphaMode::Blend => AlphaMode2d::Blend,
        AlphaMode::AlphaMask => AlphaMode2d::Mask(0.5),
    };

    let mut materials = Vec::with_capacity(capacity);
    materials.push(assets.add(ColorMaterial {
        color: Color::WHITE,
        texture: textures.first().cloned(),
        alpha_mode,
    }));

    // We're seeding the PRNG here to make this example deterministic for testing purposes.
    // This isn't strictly required in practical use unless you need your app to be deterministic.
    let mut color_rng = ChaCha8Rng::seed_from_u64(42);
    let mut texture_rng = ChaCha8Rng::seed_from_u64(42);
    materials.extend(
        std::iter::repeat_with(|| {
            assets.add(ColorMaterial {
                color: Color::srgb_u8(color_rng.gen(), color_rng.gen(), color_rng.gen()),
                texture: textures.choose(&mut texture_rng).cloned(),
                alpha_mode,
            })
        })
        .take(capacity - materials.len()),
    );

    materials
}