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