Files
mrgameeng/tests/MrGameEng.Graphics.Tests/SpriteBatcherTests.cs
T
Leonid PershinandClaude Fable 5 a3e6d3bb0a Stable radix sprite sort and render hot-path optimizations
SpriteBatcher now sorts with a stable LSD radix sort: equal-key sprites
keep submission order across frames (no flicker) and passes over digits
identical in all keys are skipped, making the common single-layer case
nearly free. Hot paths avoid per-sprite trig and square roots: SinCos is
skipped for unrotated sprites and the culling radius comes from the
region's precomputed diagonal.

Stress scene (100k entities, ~61k on screen, Release): 103 -> 124 FPS.
Sample now runs with VSync off to show real frame rates.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 04:39:17 +03:00

115 lines
3.3 KiB
C#

using MrGameEng.Graphics;
using Xunit;
namespace MrGameEng.Graphics.Tests;
public class SpriteBatcherTests
{
private static SpriteInstance Instance(byte layer) => new() { Layer = layer };
[Fact]
public void Sort_OrdersByKey_ReturningOriginalIndices()
{
var batcher = new SpriteBatcher(initialCapacity: 2);
batcher.Submit(Instance(2), SpriteSortKey.Make(2, 0f, 0));
batcher.Submit(Instance(0), SpriteSortKey.Make(0, 0f, 0));
batcher.Submit(Instance(1), SpriteSortKey.Make(1, 0f, 0));
var order = batcher.Sort();
Assert.Equal(3, order.Length);
Assert.Equal(0, batcher[order[0]].Layer);
Assert.Equal(1, batcher[order[1]].Layer);
Assert.Equal(2, batcher[order[2]].Layer);
}
[Fact]
public void Submit_GrowsBeyondInitialCapacity()
{
var batcher = new SpriteBatcher(initialCapacity: 1);
for (var i = 0; i < 100; i++)
{
batcher.Submit(Instance(0), (ulong)(100 - i));
}
Assert.Equal(100, batcher.Count);
var order = batcher.Sort();
Assert.Equal(99, order[0]); // последний сабмит имеет наименьший ключ
}
[Fact]
public void Sort_IsStable_EqualKeysKeepSubmissionOrder()
{
var batcher = new SpriteBatcher();
var key = SpriteSortKey.Make(1, 5f, 7);
for (byte i = 0; i < 50; i++)
{
batcher.Submit(Instance(i), key); // одинаковый ключ у всех
}
var order = batcher.Sort();
for (var i = 0; i < 50; i++)
{
Assert.Equal(i, order[i]);
}
}
[Fact]
public void Sort_IsStable_WithinMixedKeys()
{
var batcher = new SpriteBatcher();
var keyA = SpriteSortKey.Make(0, 0f, 1);
var keyB = SpriteSortKey.Make(2, 3f, 9);
// Чередуем два ключа: внутри каждой группы порядок сабмита должен сохраниться.
for (byte i = 0; i < 20; i++)
{
batcher.Submit(Instance(i), i % 2 == 0 ? keyA : keyB);
}
var order = batcher.Sort();
var expectedA = new[] { 0, 2, 4, 6, 8, 10, 12, 14, 16, 18 };
var expectedB = new[] { 1, 3, 5, 7, 9, 11, 13, 15, 17, 19 };
Assert.Equal(expectedA, order[..10].ToArray());
Assert.Equal(expectedB, order[10..].ToArray());
}
[Fact]
public void Sort_LargeRandomSet_FullyOrdered()
{
var batcher = new SpriteBatcher(initialCapacity: 16);
var random = new Random(123);
var keys = new ulong[5000];
for (var i = 0; i < keys.Length; i++)
{
keys[i] = (ulong)random.NextInt64();
batcher.Submit(Instance(0), keys[i]);
}
var order = batcher.Sort();
for (var i = 1; i < order.Length; i++)
{
Assert.True(keys[order[i - 1]] <= keys[order[i]]);
}
}
[Fact]
public void Clear_ResetsCount_KeepsWorking()
{
var batcher = new SpriteBatcher();
batcher.Submit(Instance(0), 5);
batcher.Clear();
Assert.Equal(0, batcher.Count);
batcher.Submit(Instance(1), 1);
Assert.Equal(1, batcher.Count);
Assert.Equal(1, batcher[batcher.Sort()[0]].Layer);
}
}