Created
July 26, 2014 16:16
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SpriteBatch Stress Test
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/* SpriteBatch Stress Test | |
* Written by Ethan "flibitijibibo" Lee | |
* http://www.flibitijibibo.com/ | |
* | |
* Released under public domain. | |
* No warranty implied; use at your own risk. | |
*/ | |
using System; | |
using System.Diagnostics; | |
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
using Microsoft.Xna.Framework.Input; | |
class SpriteBatchTest : Game | |
{ | |
private const int SPRITECOUNT = 2048; | |
private const int TEXTURECOUNT = 2; | |
private const int TEXTURESIZE = 128; | |
private static readonly Color TEXTURECOLOR = Color.White; | |
private SpriteSortMode mode = SpriteSortMode.Deferred; | |
private Stopwatch timer; | |
private Random random; | |
private Vector2[] positions; | |
private Color[] colors; | |
private Texture2D[] boxRefs; | |
private Texture2D[] boxes; | |
private SpriteBatch batch; | |
public SpriteBatchTest() : base() | |
{ | |
new GraphicsDeviceManager(this); | |
timer = new Stopwatch(); | |
random = new Random(); | |
positions = new Vector2[SPRITECOUNT]; | |
colors = new Color[SPRITECOUNT]; | |
boxRefs = new Texture2D[SPRITECOUNT]; | |
} | |
protected override void Draw(GameTime gameTime) | |
{ | |
GraphicsDevice.Clear(Color.Black); | |
timer.Start(); | |
batch.Begin(mode, BlendState.AlphaBlend); | |
for (int i = 0; i < SPRITECOUNT; i += 1) | |
{ | |
batch.Draw(boxRefs[i], positions[i], colors[i]); | |
} | |
batch.End(); | |
timer.Stop(); | |
Console.WriteLine( | |
"Batch took " + | |
timer.ElapsedMilliseconds.ToString() + | |
"ms with " + | |
mode.ToString() | |
); | |
timer.Reset(); | |
} | |
protected override void Update(GameTime gameTime) | |
{ | |
if (Keyboard.GetState().IsKeyDown(Keys.D1)) | |
{ | |
mode = SpriteSortMode.Deferred; | |
} | |
else if (Keyboard.GetState().IsKeyDown(Keys.D2)) | |
{ | |
mode = SpriteSortMode.Immediate; | |
} | |
else if (Keyboard.GetState().IsKeyDown(Keys.D3)) | |
{ | |
mode = SpriteSortMode.Texture; | |
} | |
else if (Keyboard.GetState().IsKeyDown(Keys.D4)) | |
{ | |
mode = SpriteSortMode.BackToFront; | |
} | |
else if (Keyboard.GetState().IsKeyDown(Keys.D5)) | |
{ | |
mode = SpriteSortMode.FrontToBack; | |
} | |
for (int i = 0; i < SPRITECOUNT; i += 1) | |
{ | |
positions[i].X = (float) (random.NextDouble() * GraphicsDeviceManager.DefaultBackBufferWidth) - (boxes[0].Width / 2); | |
positions[i].Y = (float) (random.NextDouble() * GraphicsDeviceManager.DefaultBackBufferHeight) - (boxes[0].Height / 2); | |
colors[i].R = (byte) (random.NextDouble() * 255); | |
colors[i].G = (byte) (random.NextDouble() * 255); | |
colors[i].B = (byte) (random.NextDouble() * 255); | |
colors[i].A = (byte) (random.NextDouble() * 255); | |
boxRefs[i] = boxes[(int) (random.NextDouble() * TEXTURECOUNT)]; | |
} | |
} | |
protected override void LoadContent() | |
{ | |
Color[] color = new Color[TEXTURESIZE * TEXTURESIZE]; | |
for (int i = 0; i < color.Length; i += 1) | |
{ | |
color[i] = TEXTURECOLOR; | |
} | |
boxes = new Texture2D[TEXTURECOUNT]; | |
for (int i = 0; i < TEXTURECOUNT; i += 1) | |
{ | |
boxes[i] = new Texture2D(GraphicsDevice, 128, 128); | |
boxes[i].SetData(color); | |
} | |
batch = new SpriteBatch(GraphicsDevice); | |
} | |
protected override void UnloadContent() | |
{ | |
batch.Dispose(); | |
batch = null; | |
for (int i = 0; i < TEXTURECOUNT; i += 1) | |
{ | |
boxes[i].Dispose(); | |
boxes[i] = null; | |
} | |
boxes = null; | |
} | |
public static void Main(string[] args) | |
{ | |
using (SpriteBatchTest game = new SpriteBatchTest()) | |
{ | |
game.Run(); | |
} | |
} | |
} |
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