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import benchy | |
type | |
Vec3Obj = object | |
x, y, z: float32 | |
Vec3Arr = array[3, float32] | |
Vec3ObjArr = object | |
arr: array[3, float32] | |
Vec3Tuple = tuple[x: float32, y: float32, z: float32] | |
proc vec3Obj(x, y, z: float32): Vec3Obj {.inline.} = | |
Vec3Obj(x: x, y: y, z: z) | |
proc vec3Arr(x, y, z: float32): Vec3Arr {.inline.} = | |
[x, y, z] | |
proc vec3ObjArr(x, y, z: float32): Vec3ObjArr {.inline.} = | |
Vec3ObjArr(arr: [x, y, z]) | |
proc vec3Tuple(x, y, z: float32): Vec3Tuple {.inline.} = | |
(x, y, z) | |
timeIt "create vec3Obj", 1000: | |
var s = newSeq[Vec3Obj](100000) | |
for i in 0 .. 100000: | |
s[i] = vec3Obj(i.float32, 0, 0) | |
keep s | |
timeIt "create vec3Arr", 1000: | |
var s = newSeq[Vec3Arr](100000) | |
for i in 0 .. 100000: | |
s[i] = vec3Arr(i.float32, 0, 0) | |
keep s | |
timeIt "create vec3ObjArr", 1000: | |
var s = newSeq[Vec3ObjArr](100000) | |
for i in 0 .. 100000: | |
s[i] = vec3ObjArr(i.float32, 0, 0) | |
keep s | |
timeIt "create vec3Tuple", 1000: | |
var s = newSeq[Vec3Tuple](100000) | |
for i in 0 .. 100000: | |
s[i] = vec3Tuple(i.float32, 0, 0) | |
keep s | |
echo "..." | |
proc `[]`(a: Vec3Arr, i: int): float32 {.inline.} = | |
cast[array[3, float32]](a)[i] | |
proc `[]`(a: Vec3Obj, i: int): float32 {.inline.} = | |
cast[array[3, float32]](a)[i] | |
proc `[]`(a: Vec3ObjArr, i: int): float32 {.inline.} = | |
a.arr[i] | |
proc get(a: Vec3Tuple, i: int): float32 {.inline.} = | |
cast[array[3, float32]](a)[i] | |
timeIt "vec3Obj[static]", 1000: | |
var v = vec3Obj(1, 2, 3) | |
for i in 0 .. 1000000: | |
keep v[0] | |
keep v[1] | |
keep v[2] | |
timeIt "vec3Arr[static]", 1000: | |
var v = vec3Arr(1, 2, 3) | |
for i in 0 .. 1000000: | |
keep v[0] | |
keep v[1] | |
keep v[2] | |
timeIt "vec3ObjArr[static]", 1000: | |
var v = vec3ObjArr(1, 2, 3) | |
for i in 0 .. 1000000: | |
keep v[0] | |
keep v[1] | |
keep v[2] | |
timeIt "vec3Tuple[static]", 1000: | |
var v = vec3Tuple(1, 2, 3) | |
for i in 0 .. 1000000: | |
keep v[0] | |
keep v[1] | |
keep v[2] | |
echo "..." | |
timeIt "vec3Obj[]", 1000: | |
var v = vec3Obj(1, 2, 3) | |
for i in 0 .. 1000000: | |
keep v[i mod 3] | |
timeIt "vec3Arr[]", 1000: | |
var v = vec3Arr(1, 2, 3) | |
for i in 0 .. 1000000: | |
keep v[i mod 3] | |
timeIt "vec3ObjArr[]", 1000: | |
var v = vec3ObjArr(1, 2, 3) | |
for i in 0 .. 1000000: | |
keep v[i mod 3] | |
timeIt "vec3Tuple[]", 1000: | |
var v = vec3Tuple(1, 2, 3) | |
for i in 0 .. 1000000: | |
keep v.get(i mod 3) | |
echo "..." | |
proc `x`(a: Vec3Arr): float32 {.inline.} = a[0] | |
proc `y`(a: Vec3Arr): float32 {.inline.} = a[1] | |
proc `z`(a: Vec3Arr): float32 {.inline.} = a[2] | |
proc `x`(a: Vec3ObjArr): float32 {.inline.} = a.arr[0] | |
proc `y`(a: Vec3ObjArr): float32 {.inline.} = a.arr[1] | |
proc `z`(a: Vec3ObjArr): float32 {.inline.} = a.arr[2] | |
timeIt "vec3Obj.xyz", 1000: | |
var v = vec3Obj(1, 2, 3) | |
for i in 0 .. 1000000: | |
keep v.x | |
keep v.y | |
keep v.z | |
timeIt "vec3Arr.xyz", 1000: | |
var v = vec3Arr(1, 2, 3) | |
for i in 0 .. 1000000: | |
keep v.x | |
keep v.y | |
keep v.z | |
timeIt "vec3ObjArr.xyz", 1000: | |
var v = vec3ObjArr(1, 2, 3) | |
for i in 0 .. 1000000: | |
keep v.x | |
keep v.y | |
keep v.z | |
timeIt "vec3Tuple.xyz", 1000: | |
var v = vec3Tuple(1, 2, 3) | |
for i in 0 .. 1000000: | |
keep v.x | |
keep v.y | |
keep v.z | |
echo "..." | |
proc `[]=`(a: var Vec3Obj, i: int, v: float32) {.inline.} = | |
cast[ptr float32](cast[uint64](a.addr) + i.uint64 * sizeof(float32).uint64)[] = v | |
proc `[]=`(a: var Vec3ObjArr, i: int, v: float32) {.inline.} = | |
a.arr[i] = v | |
proc set(a: var Vec3Tuple, i: int, v: float32) {.inline.} = | |
cast[ptr float32](cast[uint64](a.addr) + i.uint64 * sizeof(float32).uint64)[] = v | |
timeIt "vec3Obj[static]=", 1000: | |
var v = vec3Obj(1, 2, 3) | |
for i in 0 .. 1000000: | |
v[0] = i.float32 | |
v[1] = i.float32 | |
v[2] = i.float32 | |
keep v | |
timeIt "vec3Arr[static]=", 1000: | |
var v = vec3Arr(1, 2, 3) | |
for i in 0 .. 1000000: | |
v[0] = i.float32 | |
v[1] = i.float32 | |
v[2] = i.float32 | |
keep v | |
timeIt "vec3ObjArr[static]=", 1000: | |
var v = vec3ObjArr(1, 2, 3) | |
for i in 0 .. 1000000: | |
v[0] = i.float32 | |
v[1] = i.float32 | |
v[2] = i.float32 | |
keep v | |
timeIt "vec3Tuple[static]=", 1000: | |
var v = vec3Tuple(1, 2, 3) | |
for i in 0 .. 1000000: | |
v[0] = i.float32 | |
v[1] = i.float32 | |
v[2] = i.float32 | |
keep v | |
echo "..." | |
proc `x=`(a: var Vec3Arr, v: float32) {.inline.} = a[0] = v | |
proc `y=`(a: var Vec3Arr, v: float32) {.inline.} = a[1] = v | |
proc `z=`(a: var Vec3Arr, v: float32) {.inline.} = a[2] = v | |
proc `x=`(a: var Vec3ObjArr, v: float32) {.inline.} = a.arr[0] = v | |
proc `y=`(a: var Vec3ObjArr, v: float32) {.inline.} = a.arr[1] = v | |
proc `z=`(a: var Vec3ObjArr, v: float32) {.inline.} = a.arr[2] = v | |
timeIt "vec3Obj.xyz=", 1000: | |
var v = vec3Obj(1, 2, 3) | |
for i in 0 .. 1000000: | |
v.x = i.float32 | |
v.y = i.float32 | |
v.z = i.float32 | |
keep v | |
timeIt "vec3Arr.xyz=", 1000: | |
var v = vec3Arr(1, 2, 3) | |
for i in 0 .. 1000000: | |
v.x = i.float32 | |
v.y = i.float32 | |
v.z = i.float32 | |
keep v | |
timeIt "vec3ObjArr.xyz=", 1000: | |
var v = vec3ObjArr(1, 2, 3) | |
for i in 0 .. 1000000: | |
v.x = i.float32 | |
v.y = i.float32 | |
v.z = i.float32 | |
keep v | |
timeIt "vec3Tuple.xyz=", 1000: | |
var v = vec3Tuple(1, 2, 3) | |
for i in 0 .. 1000000: | |
v.x = i.float32 | |
v.y = i.float32 | |
v.z = i.float32 | |
keep v | |
echo "..." | |
timeIt "vec3Obj[]=", 1000: | |
var v = vec3Obj(1, 2, 3) | |
for i in 0 .. 1000000: | |
v[i mod 3] = i.float32 | |
keep v | |
timeIt "vec3Arr[]=", 1000: | |
var v = vec3Arr(1, 2, 3) | |
for i in 0 .. 1000000: | |
v[i mod 3] = i.float32 | |
keep v | |
timeIt "vec3ObjArr[]=", 1000: | |
var v = vec3ObjArr(1, 2, 3) | |
for i in 0 .. 1000000: | |
v[i mod 3] = i.float32 | |
keep v | |
timeIt "vec3Tuple[]=", 1000: | |
var v = vec3Tuple(1, 2, 3) | |
for i in 0 .. 1000000: | |
v.set(i mod 3, i.float32) | |
keep v |
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