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Added support for C# benchmarks (#46)
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@@ -5,7 +5,8 @@ Thank you for your interest in contributing!
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> **Note**
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>
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> This project only supports Godot's `master` branch (4.0's development branch),
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> not Godot 3.x. Attempting to open this project in Godot 3.x will result in errors.
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> not Godot 3.x.
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> Attempting to open this project in Godot 3.x will result in errors.
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## Adding new benchmarks
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@@ -23,14 +24,15 @@ you can also create a new folder in the repository's root folder.
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In the `_init()` function of your script, configure your benchmark by
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initializing any desired `Benchmark` variables to true:
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- **test_render_cpu:** Enable this for rendering benchmarks.
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- `test_render_cpu`: Enable this for rendering benchmarks.
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Leave it disabled for other benchmarks.
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- **test_render_gpu:** Enable this for rendering benchmarks.
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- `test_render_gpu`: Enable this for rendering benchmarks.
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Leave it disabled for other benchmarks.
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- **test_idle:** Enable this for non-rendering CPU-intensive benchmarks.
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- `test_idle`: Enable this for non-rendering CPU-intensive benchmarks.
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Leave it disabled for other benchmarks.
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- **test_physics:** Enable this for physics benchmarks.
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- `test_physics`: Enable this for physics benchmarks.
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Leave it disabled for other benchmarks.
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- > Leaving all of these disabled will only time the initial call to your `benchmark_` function (see below).
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### Implement the benchmark
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@@ -57,6 +59,9 @@ Remember to follow the
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when writing new scripts. Adding type hints is recommended whenever possible,
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unless you are specifically benchmarking non-typed scripts.
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> C# benchmark functions must begin with `Benchmark`, instead of `benchmark_`.
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> For C# benchmarks to be available, you must use the .NET version of the engine.
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### Test the benchmark
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1. Run the project in the editor.
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