Files
flatbuffers/tests/rust_usage_test/benches/flatbuffers_benchmarks.rs
Casper 12e341e4f8 Rework how Rust generated files are laid out (#6731)
* Refactored Rust Generated code into a module directory.

Each symbol will be generated into one file and then
imported into a module. This breaks the "out_dir"
pattern where some users would generate code in their
target/ directory. Also, these objects are best used
in their own module. It will be hard for users to share
their own module structure with flatbuffers namespaces.

There may be solutions to these drawbacks but that should
be discussed. I don't want to overengineer here.

* shadow error

* try fix .bat file

* fix .bat 2

* Restore accidentally deleted files

* Fixed some DONOTSUBMITs and made Rust outdir pattern use symlinks.

* fixed binary files

* git clang format

* make generated onefiles not public and fix .bat

* reduced diff with master in generate_code.sh

* fix shadowed variable

* add object api flags to .bat

* space

* Removed extern crate and extra &

* use statement

* more clippy lints

* format

* Undo extern crate -> use change, it actually matters to our tests

Co-authored-by: Casper Neo <cneo@google.com>
2021-07-22 19:02:28 -04:00

252 lines
7.4 KiB
Rust

/*
* Copyright 2018 Google Inc. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
use flatbuffers;
use bencher::Bencher;
#[allow(dead_code, unused_imports)]
#[path = "../../monster_test/mod.rs"]
mod monster_test_generated;
pub use monster_test_generated::my_game;
fn traverse_canonical_buffer(bench: &mut Bencher) {
let owned_data = {
let mut builder = &mut flatbuffers::FlatBufferBuilder::new();
create_serialized_example_with_generated_code(&mut builder, true);
builder.finished_data().to_vec()
};
let data = &owned_data[..];
let n = data.len() as u64;
bench.iter(|| {
traverse_serialized_example_with_generated_code(data);
});
bench.bytes = n;
}
fn create_canonical_buffer_then_reset(bench: &mut Bencher) {
let mut builder = &mut flatbuffers::FlatBufferBuilder::new();
// warmup
create_serialized_example_with_generated_code(&mut builder, true);
let n = builder.finished_data().len() as u64;
builder.reset();
bench.iter(|| {
let _ = create_serialized_example_with_generated_code(&mut builder, true);
builder.reset();
});
bench.bytes = n;
}
#[inline(always)]
fn create_serialized_example_with_generated_code(
builder: &mut flatbuffers::FlatBufferBuilder,
finish: bool,
) -> usize {
let s0 = builder.create_string("test1");
let s1 = builder.create_string("test2");
let t0_name = builder.create_string("Barney");
let t1_name = builder.create_string("Fred");
let t2_name = builder.create_string("Wilma");
let t0 = my_game::example::Monster::create(
builder,
&my_game::example::MonsterArgs {
hp: 1000,
name: Some(t0_name),
..Default::default()
},
);
let t1 = my_game::example::Monster::create(
builder,
&my_game::example::MonsterArgs {
name: Some(t1_name),
..Default::default()
},
);
let t2 = my_game::example::Monster::create(
builder,
&my_game::example::MonsterArgs {
name: Some(t2_name),
..Default::default()
},
);
let mon = {
let name = builder.create_string("MyMonster");
let fred_name = builder.create_string("Fred");
let inventory = builder.create_vector_direct(&[0u8, 1, 2, 3, 4]);
let test4 = builder.create_vector_direct(&[
my_game::example::Test::new(10, 20),
my_game::example::Test::new(30, 40),
]);
let pos = my_game::example::Vec3::new(
1.0,
2.0,
3.0,
3.0,
my_game::example::Color::Green,
&my_game::example::Test::new(5i16, 6i8),
);
let args = my_game::example::MonsterArgs {
hp: 80,
mana: 150,
name: Some(name),
pos: Some(&pos),
test_type: my_game::example::Any::Monster,
test: Some(
my_game::example::Monster::create(
builder,
&my_game::example::MonsterArgs {
name: Some(fred_name),
..Default::default()
},
)
.as_union_value(),
),
inventory: Some(inventory),
test4: Some(test4),
testarrayofstring: Some(builder.create_vector(&[s0, s1])),
testarrayoftables: Some(builder.create_vector(&[t0, t1, t2])),
..Default::default()
};
my_game::example::Monster::create(builder, &args)
};
if finish {
my_game::example::finish_monster_buffer(builder, mon);
}
builder.finished_data().len()
// make it do some work
// if builder.finished_data().len() == 0 { panic!("bad benchmark"); }
}
#[inline(always)]
fn blackbox<T>(t: T) -> T {
// encapsulate this in case we need to turn it into a noop
bencher::black_box(t)
}
#[inline(always)]
fn traverse_serialized_example_with_generated_code(bytes: &[u8]) {
let m = my_game::example::get_root_as_monster(bytes);
blackbox(m.hp());
blackbox(m.mana());
blackbox(m.name());
let pos = m.pos().unwrap();
blackbox(pos.x());
blackbox(pos.y());
blackbox(pos.z());
blackbox(pos.test1());
blackbox(pos.test2());
let pos_test3 = pos.test3();
blackbox(pos_test3.a());
blackbox(pos_test3.b());
blackbox(m.test_type());
let table2 = m.test().unwrap();
let monster2 = my_game::example::Monster::init_from_table(table2);
blackbox(monster2.name());
blackbox(m.inventory());
blackbox(m.test4());
let testarrayoftables = m.testarrayoftables().unwrap();
blackbox(testarrayoftables.get(0).hp());
blackbox(testarrayoftables.get(0).name());
blackbox(testarrayoftables.get(1).name());
blackbox(testarrayoftables.get(2).name());
let testarrayofstring = m.testarrayofstring().unwrap();
blackbox(testarrayofstring.get(0));
blackbox(testarrayofstring.get(1));
}
fn create_string_10(bench: &mut Bencher) {
let builder = &mut flatbuffers::FlatBufferBuilder::new_with_capacity(1 << 20);
let mut i = 0;
bench.iter(|| {
builder.create_string("foobarbaz"); // zero-terminated -> 10 bytes
i += 1;
if i == 10000 {
builder.reset();
i = 0;
}
});
bench.bytes = 10;
}
fn create_string_100(bench: &mut Bencher) {
let builder = &mut flatbuffers::FlatBufferBuilder::new_with_capacity(1 << 20);
let s_owned = (0..99).map(|_| "x").collect::<String>();
let s: &str = &s_owned;
let mut i = 0;
bench.iter(|| {
builder.create_string(s); // zero-terminated -> 100 bytes
i += 1;
if i == 1000 {
builder.reset();
i = 0;
}
});
bench.bytes = s.len() as u64;
}
fn create_byte_vector_100_naive(bench: &mut Bencher) {
let builder = &mut flatbuffers::FlatBufferBuilder::new_with_capacity(1 << 20);
let v_owned = (0u8..100).map(|i| i).collect::<Vec<u8>>();
let v: &[u8] = &v_owned;
let mut i = 0;
bench.iter(|| {
builder.create_vector(v); // zero-terminated -> 100 bytes
i += 1;
if i == 10000 {
builder.reset();
i = 0;
}
});
bench.bytes = v.len() as u64;
}
fn create_byte_vector_100_optimal(bench: &mut Bencher) {
let builder = &mut flatbuffers::FlatBufferBuilder::new_with_capacity(1 << 20);
let v_owned = (0u8..100).map(|i| i).collect::<Vec<u8>>();
let v: &[u8] = &v_owned;
let mut i = 0;
bench.iter(|| {
builder.create_vector_direct(v);
i += 1;
if i == 10000 {
builder.reset();
i = 0;
}
});
bench.bytes = v.len() as u64;
}
benchmark_group!(
benches,
create_byte_vector_100_naive,
create_byte_vector_100_optimal,
traverse_canonical_buffer,
create_canonical_buffer_then_reset,
create_string_10,
create_string_100
);