mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
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49038f5d42
* Replace `Matrix2` with `Matrix3x2` * Update benchmarks * Add XML documentation for `Matrix3x2`
196 lines
4.9 KiB
C#
196 lines
4.9 KiB
C#
using System.Runtime.CompilerServices;
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using BenchmarkDotNet.Attributes;
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using Microsoft.Xna.Framework;
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namespace MonoGame.Extended.Benchmarks;
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[MemoryDiagnoser]
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public class Matrix3x2Benchmarks
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{
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private Matrix2 _matrix2;
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private Matrix3x2 _matrix3x2;
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[GlobalSetup]
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public void Setup()
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{
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_matrix2 = new Matrix2(1, 2, 3, 4, 5, 6);
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_matrix3x2 = new Matrix3x2(1, 2, 3, 4, 5, 6);
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}
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[Benchmark]
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public Vector2 Matrix2_getTranslation() => _matrix2.Translation;
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[Benchmark]
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public Vector2 Matrix3x2_getTranslation() => _matrix3x2.Translation;
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// [Benchmark]
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// public float Matrix2_getRotation() => _matrix2.Rotation;
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// [Benchmark]
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// public float Matrix3x2_getRotation() => _matrix3x2.Rotation;
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// [Benchmark]
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// public Vector2 Matrix2_getScale() => _matrix2.Scale;
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// [Benchmark]
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// public Vector2 Matrix3x2_getScale() => _matrix3x2.Scale;
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// [Benchmark]
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// public (Vector2, float, Vector2) Matrix2_Decompose()
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// {
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// Vector2 translation = _matrix2.Translation;
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// float rotation = _matrix2.Rotation;
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// Vector2 scale = _matrix2.Scale;
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// return (translation, rotation, scale);
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// }
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// [Benchmark]
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// public (Vector2, float, Vector2) Matrix3x2_Decompose()
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// {
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// _matrix3x2.Decompose(out Vector2 translation, out float rotation, out Vector2 scale);
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// return (translation, rotation, scale);
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// }
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// [Benchmark]
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// public Vector2 Matrix2_Transform() => _matrix2.Transform(Vector2.One);
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// [Benchmark]
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// public Vector2 Matrix3x2_Transform() => _matrix3x2.Transform(Vector2.One);
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// [Benchmark]
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// public float Matrix2_Determinant() => _matrix2.Determinant();
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// [Benchmark]
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// public float Matrix3x2_Determinant() => _matrix3x2.Determinant();
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// [Benchmark]
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// public Matrix2 Matrix2_CreateFrom()
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// {
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// Matrix2.CreateFrom(Vector2.Zero, 1.0f, Vector2.One, Vector2.Zero, out Matrix2 result);
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// return result;
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// }
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// [Benchmark]
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// public Matrix3x2 Matrix3x2_CreateFrom()
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// {
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// Matrix3x2.CreateFrom(Vector2.Zero, 1.0f, Vector2.One, Vector2.Zero, out Matrix3x2 result);
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// return result;
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// }
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// [Benchmark]
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// public Matrix2 Matrix2_CreateRotationZ()
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// {
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// Matrix2.CreateRotationZ(1.0f, out Matrix2 result);
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// return result;
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// }
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// [Benchmark]
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// public Matrix3x2 Matrix3x2_CreateRotationZ()
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// {
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// Matrix3x2.CreateRotationZ(1.0f, out Matrix3x2 result);
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// return result;
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// }
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// [Benchmark]
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// public Matrix2 Matrix2_CreateScale()
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// {
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// Matrix2.CreateScale(1.0f, out Matrix2 result);
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// return result;
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// }
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// [Benchmark]
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// public Matrix3x2 Matrix3x2_CreateScale()
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// {
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// Matrix3x2.CreateScale(1.0f, out Matrix3x2 result);
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// return result;
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// }
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// [Benchmark]
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// public Matrix2 Matrix2_CreateTranslation()
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// {
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// Matrix2.CreateTranslation(1.0f, 1.0f, out Matrix2 result);
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// return result;
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// }
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// [Benchmark]
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// public Matrix3x2 Matrix3x2_CreateTranslation()
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// {
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// Matrix3x2.CreateTranslation(1.0f, 1.0f, out Matrix3x2 result);
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// return result;
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// }
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// [Benchmark]
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// public Matrix2 Matrix2_Invert()
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// {
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// Matrix2.Invert(ref _matrix2, out Matrix2 result);
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// return result;
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// }
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// [Benchmark]
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// public Matrix3x2 Matrix3x2_Invert()
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// {
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// Matrix3x2.Invert(_matrix3x2);
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// return _matrix3x2;
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// }
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// [Benchmark]
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// public Matrix2 Matrix2_Add()
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// {
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// return Matrix2.Add(_matrix2, _matrix2);
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// }
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// [Benchmark]
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// public Matrix3x2 Matrix3x2_Add()
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// {
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// return Matrix3x2.Add(_matrix3x2, _matrix3x2);
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// }
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// [Benchmark]
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// public Matrix2 Matrix2_Subtract()
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// {
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// return Matrix2.Subtract(_matrix2, _matrix2);
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// }
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// [Benchmark]
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// public Matrix3x2 Matrix3x2_Subtract()
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// {
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// return Matrix3x2.Subtract(_matrix3x2, _matrix3x2);
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// }
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// [Benchmark]
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// public Matrix2 Matrix2_Multiply()
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// {
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// return Matrix2.Subtract(_matrix2, _matrix2);
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// }
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// [Benchmark]
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// public Matrix3x2 Matrix3x2_Multiply()
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// {
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// return Matrix3x2.Multiply(_matrix3x2, _matrix3x2);
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// }
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// [Benchmark]
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// public Matrix2 Matrix2_Divide()
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// {
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// return Matrix2.Divide(_matrix2, _matrix2);
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// }
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// [Benchmark]
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// public Matrix3x2 Matrix3x2_Divide()
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// {
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// return Matrix3x2.Divide(_matrix3x2, _matrix3x2);
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// }
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// [Benchmark]
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// public Matrix Matrix2_ToMatrix()
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// {
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// return _matrix2.ToMatrix();
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// }
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// [Benchmark]
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// public Matrix Matrix3x2_ToMatrix()
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// {
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// return _matrix3x2.ToMatrix();
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// }
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}
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