Commit cf8f9be
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Improve realism of entity benches by warming up the entity allocator (#22639)
# Objective
As per
[this](#18670 (comment))
comment on #18670, this PR attempts to make entity related benchmarks
more realistic by warming up the entity allocator. This helps test the
freelist in the entity allocator.
## Solution
This PR introduces a new `WorldBuilder` type that starts with
`World::new`, allows configuration options for warming up the world via
the builder pattern, and then builds the warmed up, realistic world. For
now, the only available "warm up" is for entities, but we could also add
functionality in the future to cache bundle info, pre-create tables, etc
to make our benchmarks more realistic. That is, more closely match the
performance of a running app, rather than an app at startup.
The current implementation for entity warmups allocates some entities
and frees them in a random order. It also spawns the highest allocated
entity index to prepare `Entities`'s location storage, etc. This
involves using `rng` (deterministically), but without this, the entities
are allocated in a linear index order (0, 1, 2, ...), which is
unrealistic and extremely cache friendly (so it probably makes an impact
in performance not desirable for a benchmark).
The major downsides here are that the benches take a little longer to
run now and that startup/caching time is no longer benchmarked. That is
for example, that benchmarking despawning only one entity used to tell
us some information about performance of allocating the free list
(amongst other one time actions). Now, that information is lost since
the world is already warmed up. In practice, for N values of entities,
it used to be the case that a higher N showed the performance of the
operation, and a lower N showed the performance of the operation + any
registration/caching costs. Now, the different N values only tell us
more about how well the CPU accommodates a batch of the operation.
Currently in Bevy, making a change might make the `...1_entity` benches
much worse but the `...1000_entities` much much better because the
change added some new caching. The inverse is also common. With this PR,
that will no longer be the case, at least for entities and whatever else
we add to the `WorldBuilder` in the future. And that change may or may
not be desirable.
## Testing
Ran a sampling of the benchmarks.1 parent 0dab4fb commit cf8f9be
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