60 lines
2.5 KiB
C++
60 lines
2.5 KiB
C++
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import std;
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import Crafter.Build;
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namespace fs = std::filesystem;
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using namespace Crafter;
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// SponzaBench — a headless benchmark harness around the native Sponza
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// ray-tracing scene. Same asset bundle and shaders as examples/Sponza,
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// but main.cpp times setup + a fixed measured frame loop instead of
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// opening an interactive window. Native (Vulkan) only — the point is to
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// measure the native renderer's per-frame and setup cost across library
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// revisions (issue #155: net perf gain from #40 to now).
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constexpr std::string_view kSponzaGitUrl = "https://github.com/jimmiebergmann/Sponza.git";
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constexpr std::string_view kSponzaCommitSHA = "222338979d32f4f4818466291bdbc29f192b86ba";
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constexpr std::uint16_t kAlbedoSize = 1024u;
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extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
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std::vector<std::string> graphicsArgs(args.begin(), args.end());
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Configuration* graphics = LocalProject({
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.projectFile = "../../project.cpp",
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.args = graphicsArgs,
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});
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Configuration cfg;
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cfg.path = "./";
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cfg.name = "SponzaBench";
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cfg.outputName = "SponzaBench";
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cfg.type = ConfigurationType::Executable;
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ApplyStandardArgs(cfg, args);
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cfg.dependencies = { graphics };
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std::array<fs::path, 0> ifaces = {};
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std::array<fs::path, 1> impls = { "main" };
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cfg.GetInterfacesAndImplementations(ifaces, impls);
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fs::path sponzaRoot = GitFetch({
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.url = std::string(kSponzaGitUrl),
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.commit = std::string(kSponzaCommitSHA),
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});
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std::string bundleKey = std::format("{}|{}", kSponzaCommitSHA, kAlbedoSize);
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auto bundleHash = std::hash<std::string>{}(bundleKey);
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fs::path bundleDir = fs::path("build") / std::format("sponza-bundle-{:016x}", bundleHash);
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if (auto err = BuildOBJBundle(
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sponzaRoot / "sponza.obj",
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sponzaRoot / "sponza.mtl",
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bundleDir,
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kAlbedoSize); !err.empty()) {
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std::println(std::cerr, "Sponza bundle error: {}", err);
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std::exit(1);
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}
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for (const auto& entry : fs::directory_iterator(bundleDir)) {
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if (entry.is_regular_file()) cfg.files.push_back(entry.path());
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}
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cfg.shaders.emplace_back(fs::path("raygen.glsl"), std::string("main"), ShaderType::RayGen);
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cfg.shaders.emplace_back(fs::path("closesthit.glsl"), std::string("main"), ShaderType::ClosestHit);
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cfg.shaders.emplace_back(fs::path("miss.glsl"), std::string("main"), ShaderType::Miss);
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return cfg;
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}
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