docs(pipeline): MP0 implementation plan - frame profiler + baseline capture
Five bite-sized tasks: FrameStatsBuffer (TDD), FrameProfEnabled flag + GpuFrameTimer TimeElapsed ring, FrameProfiler facade (TDD on the report formatter), GameWindow wiring (one boundary call + three stage scopes) with DebugPanel mirror, and the user-driven baseline capture that gates MP1. Records two spec deviations: GPU per-stage timestamps deferred (frame is CPU-bound at ~0.5ms GPU), and the toggle lives in RenderingDiagnostics per the diagnostic-owner rule, not RuntimeOptions. Encodes the discovered GL constraint: whole-frame TimeElapsed is mutually exclusive with ACDREAM_WB_DIAG per-pass queries. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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docs/superpowers/plans/2026-07-05-mp0-frame-profiler.md
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docs/superpowers/plans/2026-07-05-mp0-frame-profiler.md
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# MP0 — Honest Frame Profiler + Baseline Capture Implementation Plan
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** Build the permanent frame profiler (CPU frame time, GPU frame time, per-stage CPU attribution, per-frame allocation) and capture the MP baseline report that gates the rest of the Modern Pipeline track.
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**Architecture:** A pure, unit-testable stats core (`FrameStatsBuffer`) + a GL query wrapper (`GpuFrameTimer`) + a facade (`FrameProfiler`) wired into `GameWindow` at exactly one frame-boundary call plus three stage scopes. Toggle lives in `RenderingDiagnostics` (the established diagnostic-owner pattern), mirrored in the DebugPanel. Spec: `docs/superpowers/specs/2026-07-05-modern-pipeline-design.md` §5.
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**Tech Stack:** .NET 10, Silk.NET OpenGL (`QueryTarget.TimeElapsed` ring, mirroring `WbDrawDispatcher`'s existing idiom), xunit in `tests/AcDream.App.Tests`.
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**Spec deviations (recorded):**
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1. Spec §5 lists per-stage GPU attribution via `glQueryCounter` (GL_TIMESTAMP) markers. Deferred: the measured GPU total is ~0.5 ms (the frame is CPU-bound), so MP0 ships per-stage **CPU** attribution + whole-frame GPU only. GPU timestamps get added in the MP phase whose gate first needs GPU-side attribution (likely MP3).
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2. The spec says "Toggles via `RuntimeOptions` + DebugPanel". `RuntimeOptions`' own doc comment says runtime diagnostic toggles belong in diagnostic owner classes, NOT RuntimeOptions ([RuntimeOptions.cs:13-19](../../src/AcDream.App/RuntimeOptions.cs)). We follow the codebase rule: the flag goes in `RenderingDiagnostics` (env-seeded, runtime-toggleable). No RuntimeOptions change.
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**Hard GL constraint (discovered during planning):** GL forbids two simultaneously active `TimeElapsed` queries. `WbDrawDispatcher` already brackets its opaque/transparent passes with `TimeElapsed` queries when `ACDREAM_WB_DIAG=1` ([WbDrawDispatcher.cs:1642](../../src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs)). Therefore the profiler's whole-frame GPU query is **disabled (with a one-time console notice) when `ACDREAM_WB_DIAG=1`**. This is also the 2026-06-23 measurement lesson (separate flags for whole-frame vs per-pass) enforced in code.
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**Threading assumption:** Silk.NET drives `OnUpdate` and `OnRender` on the same loop thread in this app. `FrameProfiler` captures the first caller's managed thread id and emits a one-time warning if any later call arrives on a different thread (guards the `GC.GetAllocatedBytesForCurrentThread` validity).
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---
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## File map
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| File | Action | Responsibility |
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|---|---|---|
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| `src/AcDream.App/Diagnostics/FrameStatsBuffer.cs` | Create | Pure ring-buffer stats: samples, percentiles, stage accumulators, report line. Zero GL, zero statics. |
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| `src/AcDream.App/Diagnostics/GpuFrameTimer.cs` | Create | GL `TimeElapsed` query ring (depth 4, `Begun` flags per the #125 lesson). |
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| `src/AcDream.App/Diagnostics/FrameProfiler.cs` | Create | Facade: frame boundary, stage scopes, GC counters, 5-second `[frame-prof]` report. |
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| `src/AcDream.Core/Rendering/RenderingDiagnostics.cs` | Modify | Add `FrameProfEnabled` flag (env `ACDREAM_FRAME_PROF`). |
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| `src/AcDream.App/Rendering/GameWindow.cs` | Modify | One field + one call at `OnRender` top (~:8757), stage scope around `_wbMeshAdapter?.Tick()` (~:8813), around `_imguiBootstrap.Render()` (~:9821), and at `OnUpdate` top (~:7952). Wiring only — no logic in GameWindow. |
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| `src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs` | Modify | `FrameProf` mirror property (copy the `ProbeResolve` pattern at :248). |
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| `src/AcDream.UI.ImGui/` (renderer for DebugPanel) | Modify | Checkbox for the mirror (locate via `grep -rn "ProbeResolve" src/AcDream.UI.ImGui/`). |
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| `tests/AcDream.App.Tests/FrameStatsBufferTests.cs` | Create | Percentiles, ring wrap, stage reset, report format. |
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| `docs/research/2026-07-XX-mp0-baseline.md` | Create (Task 5) | The baseline report — MP0's deliverable. |
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Line numbers drift; match by the quoted anchor code, not the number.
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---
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### Task 1: FrameStatsBuffer (pure stats core, TDD)
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**Files:**
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- Create: `src/AcDream.App/Diagnostics/FrameStatsBuffer.cs`
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- Test: `tests/AcDream.App.Tests/FrameStatsBufferTests.cs`
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- [ ] **Step 1: Write the failing tests**
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```csharp
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using AcDream.App.Diagnostics;
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using Xunit;
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namespace AcDream.App.Tests;
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public class FrameStatsBufferTests
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{
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[Fact]
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public void Percentiles_OnKnownDistribution_AreExact()
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{
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var buf = new FrameStatsBuffer(capacity: 100);
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// 1..100 µs — p50 = 50, p95 = 95, p99 = 99, max = 100.
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for (long i = 1; i <= 100; i++) buf.Push(i);
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Assert.Equal(50, buf.Percentile(0.50));
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Assert.Equal(95, buf.Percentile(0.95));
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Assert.Equal(99, buf.Percentile(0.99));
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Assert.Equal(100, buf.Max());
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}
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[Fact]
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public void Push_PastCapacity_KeepsOnlyNewestWindow()
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{
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var buf = new FrameStatsBuffer(capacity: 4);
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foreach (long v in new long[] { 1000, 1000, 1000, 1000, 1, 2, 3, 4 })
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buf.Push(v);
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// The four 1000s were overwritten; window is {1,2,3,4}.
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Assert.Equal(4, buf.Count);
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Assert.Equal(4, buf.Max());
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Assert.Equal(2, buf.Percentile(0.50));
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}
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[Fact]
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public void Percentile_Empty_ReturnsZero()
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{
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var buf = new FrameStatsBuffer(capacity: 8);
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Assert.Equal(0, buf.Percentile(0.95));
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Assert.Equal(0, buf.Max());
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Assert.Equal(0, buf.Count);
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}
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[Fact]
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public void Reset_ClearsWindow()
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{
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var buf = new FrameStatsBuffer(capacity: 8);
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buf.Push(5); buf.Push(7);
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buf.Reset();
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Assert.Equal(0, buf.Count);
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Assert.Equal(0, buf.Percentile(0.5));
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}
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}
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```
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- [ ] **Step 2: Run tests to verify they fail**
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Run: `dotnet test tests/AcDream.App.Tests --filter FrameStatsBufferTests -v minimal`
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Expected: FAIL — `FrameStatsBuffer` does not exist (compile error).
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- [ ] **Step 3: Implement FrameStatsBuffer**
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```csharp
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using System;
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namespace AcDream.App.Diagnostics;
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/// <summary>
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/// MP0 (2026-07-05) — fixed-capacity ring buffer of long samples
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/// (microseconds or bytes) with percentile/max over the current window.
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/// Pure and allocation-free after construction: <see cref="Percentile"/>
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/// sorts into a preallocated scratch array, so the 5-second report path
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/// allocates nothing. Not thread-safe — owned by the window loop thread.
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/// Spec: docs/superpowers/specs/2026-07-05-modern-pipeline-design.md §5.
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/// </summary>
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public sealed class FrameStatsBuffer
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{
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private readonly long[] _samples;
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private readonly long[] _scratch;
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private int _cursor;
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private int _count;
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public FrameStatsBuffer(int capacity)
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{
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if (capacity <= 0) throw new ArgumentOutOfRangeException(nameof(capacity));
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_samples = new long[capacity];
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_scratch = new long[capacity];
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}
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public int Count => _count;
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public void Push(long value)
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{
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_samples[_cursor] = value;
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_cursor = (_cursor + 1) % _samples.Length;
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if (_count < _samples.Length) _count++;
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}
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public void Reset()
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{
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_cursor = 0;
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_count = 0;
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}
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/// <summary>
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/// Nearest-rank percentile over the current window: element at
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/// ceil(q·n) in the ascending sort (1-based), 0 when empty.
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/// </summary>
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public long Percentile(double q)
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{
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if (_count == 0) return 0;
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Array.Copy(_samples, _scratch, _count);
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Array.Sort(_scratch, 0, _count);
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int rank = (int)Math.Ceiling(q * _count); // 1-based nearest rank
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if (rank < 1) rank = 1;
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if (rank > _count) rank = _count;
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return _scratch[rank - 1];
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}
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public long Max()
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{
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long max = 0;
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for (int i = 0; i < _count; i++)
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if (_samples[i] > max) max = _samples[i];
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return max;
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}
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}
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```
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- [ ] **Step 4: Run tests to verify they pass**
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Run: `dotnet test tests/AcDream.App.Tests --filter FrameStatsBufferTests -v minimal`
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Expected: 4 passed.
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- [ ] **Step 5: Commit**
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```bash
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git add src/AcDream.App/Diagnostics/FrameStatsBuffer.cs tests/AcDream.App.Tests/FrameStatsBufferTests.cs
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git commit -m "feat(pipeline): MP0 - FrameStatsBuffer ring/percentile core"
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```
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---
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### Task 2: RenderingDiagnostics flag + GpuFrameTimer
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**Files:**
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- Modify: `src/AcDream.Core/Rendering/RenderingDiagnostics.cs` (append inside the class, before the closing brace)
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- Create: `src/AcDream.App/Diagnostics/GpuFrameTimer.cs`
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- [ ] **Step 1: Add the flag to RenderingDiagnostics**
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Append inside `public static class RenderingDiagnostics` (after `ShouldRenderIndoor`, before the final `}`):
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```csharp
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/// <summary>
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/// MP0 (2026-07-05) — master toggle for the permanent frame profiler
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/// (<c>AcDream.App.Diagnostics.FrameProfiler</c>): CPU frame time
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/// (swap-to-swap), whole-frame GPU time, per-stage CPU attribution,
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/// per-frame allocation counters, reported as one <c>[frame-prof]</c>
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/// line every ~5 s. Permanent apparatus (every MP-track gate reads it) —
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/// do NOT strip with session probes. The whole-frame GPU query is
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/// self-disabled while <c>ACDREAM_WB_DIAG=1</c> (GL forbids nested
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/// TimeElapsed queries; WbDrawDispatcher owns per-pass queries under
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/// that flag — the 2026-06-23 "separate flags" measurement lesson).
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/// Initial state from <c>ACDREAM_FRAME_PROF=1</c>; runtime-toggleable
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/// via the DebugPanel mirror (<c>DebugVM.FrameProf</c>).
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/// Spec: docs/superpowers/specs/2026-07-05-modern-pipeline-design.md §5.
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/// </summary>
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public static bool FrameProfEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_FRAME_PROF") == "1";
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```
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- [ ] **Step 2: Create GpuFrameTimer**
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```csharp
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using System;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Diagnostics;
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/// <summary>
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/// MP0 (2026-07-05) — whole-frame GPU time via a ring of
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/// <see cref="QueryTarget.TimeElapsed"/> queries (depth 4, so results are
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/// read ~3 frames late and never stall). Mirrors WbDrawDispatcher's query
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/// idiom including the #125 lesson: a glGenQueries name is not a query
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/// OBJECT until first glBeginQuery, so never-begun slots are skipped via
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/// the Begun flags.
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///
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/// <para>MUST NOT be active while ACDREAM_WB_DIAG=1: GL forbids two
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/// simultaneously active TimeElapsed queries and WbDrawDispatcher brackets
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/// its passes with them under that flag. The caller (FrameProfiler)
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/// enforces the exclusion; this class just does the ring.</para>
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/// </summary>
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internal sealed class GpuFrameTimer : IDisposable
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{
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private const int RingDepth = 4;
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private readonly GL _gl;
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private readonly uint[] _queries = new uint[RingDepth];
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private readonly bool[] _begun = new bool[RingDepth];
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private int _frameIndex;
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private bool _queryActive;
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public GpuFrameTimer(GL gl)
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{
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_gl = gl ?? throw new ArgumentNullException(nameof(gl));
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for (int i = 0; i < RingDepth; i++)
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_queries[i] = _gl.GenQuery();
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}
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/// <summary>
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/// Call once per frame at the frame boundary. Ends the previous
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/// frame's query, polls the oldest slot non-blocking, begins this
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/// frame's query. Returns the completed GPU time in microseconds for
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/// a ~RingDepth-frames-old frame, or null when no result is ready.
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/// </summary>
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public long? FrameBoundary()
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{
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if (_queryActive)
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{
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_gl.EndQuery(QueryTarget.TimeElapsed);
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_queryActive = false;
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}
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long? completedUs = null;
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int readSlot = _frameIndex % RingDepth; // about to be reused — oldest
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if (_begun[readSlot])
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{
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_gl.GetQueryObject(_queries[readSlot], QueryObjectParameterName.ResultAvailable, out int avail);
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if (avail != 0)
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{
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_gl.GetQueryObject(_queries[readSlot], QueryObjectParameterName.Result, out ulong ns);
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completedUs = (long)(ns / 1000UL);
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}
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// Not available ⇒ sample silently dropped (same policy as
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// WbDrawDispatcher) — percentiles tolerate missing samples.
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}
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_gl.BeginQuery(QueryTarget.TimeElapsed, _queries[readSlot]);
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_begun[readSlot] = true;
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_queryActive = true;
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_frameIndex++;
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return completedUs;
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}
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/// <summary>End any active query without beginning a new one (used when the profiler is toggled off mid-session).</summary>
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public void Stop()
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{
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if (_queryActive)
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{
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_gl.EndQuery(QueryTarget.TimeElapsed);
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_queryActive = false;
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}
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}
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public void Dispose()
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{
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Stop();
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for (int i = 0; i < RingDepth; i++)
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_gl.DeleteQuery(_queries[i]);
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}
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}
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```
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Note: `_gl.GenQuery()` / `_gl.DeleteQuery(uint)` are the Silk.NET single-name helpers; if this overload doesn't resolve on the project's Silk.NET version, use the array forms exactly as `WbDrawDispatcher` does (`grep -n "GenQueries" src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs`) and copy that call shape.
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- [ ] **Step 3: Build**
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Run: `dotnet build`
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Expected: green (no tests possible for the GL class headless; correctness rides on the copied WbDrawDispatcher idiom + Task 5's live run).
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- [ ] **Step 4: Commit**
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```bash
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git add src/AcDream.Core/Rendering/RenderingDiagnostics.cs src/AcDream.App/Diagnostics/GpuFrameTimer.cs
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git commit -m "feat(pipeline): MP0 - FrameProfEnabled flag + GPU TimeElapsed ring"
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```
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---
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### Task 3: FrameProfiler facade
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**Files:**
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||||||
|
- Create: `src/AcDream.App/Diagnostics/FrameProfiler.cs`
|
||||||
|
- Test: `tests/AcDream.App.Tests/FrameProfilerReportTests.cs`
|
||||||
|
|
||||||
|
- [ ] **Step 1: Write the failing test (report formatting is the testable part)**
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
using AcDream.App.Diagnostics;
|
||||||
|
using Xunit;
|
||||||
|
|
||||||
|
namespace AcDream.App.Tests;
|
||||||
|
|
||||||
|
public class FrameProfilerReportTests
|
||||||
|
{
|
||||||
|
[Fact]
|
||||||
|
public void FormatReport_IsInvariantAndComplete()
|
||||||
|
{
|
||||||
|
var cpu = new FrameStatsBuffer(16);
|
||||||
|
var gpu = new FrameStatsBuffer(16);
|
||||||
|
var alloc = new FrameStatsBuffer(16);
|
||||||
|
var stages = new[] { new FrameStatsBuffer(16), new FrameStatsBuffer(16), new FrameStatsBuffer(16) };
|
||||||
|
for (long i = 1; i <= 10; i++)
|
||||||
|
{
|
||||||
|
cpu.Push(i * 1000); // 1..10 ms in µs
|
||||||
|
gpu.Push(i * 100);
|
||||||
|
alloc.Push(i * 1024); // bytes
|
||||||
|
stages[0].Push(i * 200);
|
||||||
|
stages[1].Push(i * 50);
|
||||||
|
stages[2].Push(i * 10);
|
||||||
|
}
|
||||||
|
|
||||||
|
string line = FrameProfiler.FormatReport(
|
||||||
|
frameCount: 10, cpu: cpu, gpu: gpu, gpuActive: true,
|
||||||
|
alloc: alloc, gc0: 3, gc1: 1, gc2: 0, stages: stages);
|
||||||
|
|
||||||
|
Assert.StartsWith("[frame-prof]", line);
|
||||||
|
Assert.Contains("n=10", line);
|
||||||
|
Assert.Contains("cpu_ms p50=5.0 p95=10.0 p99=10.0 max=10.0", line);
|
||||||
|
Assert.Contains("gpu_ms p50=0.5", line);
|
||||||
|
Assert.Contains("alloc_kb p50=5.0 max=10.0", line);
|
||||||
|
Assert.Contains("gc=3/1/0", line);
|
||||||
|
Assert.Contains("upd p50=1.0", line); // stage 0: 200µs·5 = 1.0 ms
|
||||||
|
Assert.DoesNotContain(",0", line.Replace("gc=3/1/0", "")); // no comma decimals (invariant culture)
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void FormatReport_GpuInactive_SaysWhy()
|
||||||
|
{
|
||||||
|
var empty = new FrameStatsBuffer(4);
|
||||||
|
string line = FrameProfiler.FormatReport(
|
||||||
|
frameCount: 0, cpu: empty, gpu: empty, gpuActive: false,
|
||||||
|
alloc: empty, gc0: 0, gc1: 0, gc2: 0,
|
||||||
|
stages: new[] { empty, empty, empty });
|
||||||
|
Assert.Contains("gpu=off(wbdiag)", line);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Run tests to verify they fail**
|
||||||
|
|
||||||
|
Run: `dotnet test tests/AcDream.App.Tests --filter FrameProfilerReportTests -v minimal`
|
||||||
|
Expected: FAIL — `FrameProfiler` does not exist.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Implement FrameProfiler**
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
using System;
|
||||||
|
using System.Diagnostics;
|
||||||
|
using System.Globalization;
|
||||||
|
using System.Text;
|
||||||
|
using AcDream.Core.Rendering;
|
||||||
|
using Silk.NET.OpenGL;
|
||||||
|
|
||||||
|
namespace AcDream.App.Diagnostics;
|
||||||
|
|
||||||
|
/// <summary>Stage indices for per-frame CPU attribution.</summary>
|
||||||
|
public enum FrameStage
|
||||||
|
{
|
||||||
|
/// <summary>Whole OnUpdate body (simulation + streaming apply).</summary>
|
||||||
|
Update = 0,
|
||||||
|
/// <summary>WbMeshAdapter.Tick — staged mesh/texture GPU upload drain.</summary>
|
||||||
|
Upload = 1,
|
||||||
|
/// <summary>ImGui Render (dev overlay).</summary>
|
||||||
|
ImGui = 2,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// MP0 (2026-07-05) — the permanent honest frame profiler. One
|
||||||
|
/// <c>FrameBoundary</c> call at the top of <c>GameWindow.OnRender</c>
|
||||||
|
/// measures CPU frame time as the delta between consecutive boundaries
|
||||||
|
/// (captures the FULL frame including present), brackets the frame in a
|
||||||
|
/// GPU <c>TimeElapsed</c> query (via <see cref="GpuFrameTimer"/>), and
|
||||||
|
/// samples per-frame allocated bytes + GC collection counts. Stage scopes
|
||||||
|
/// (<see cref="BeginStage"/>) attribute CPU time to Update / Upload /
|
||||||
|
/// ImGui. Emits one <c>[frame-prof]</c> line every ~5 s while
|
||||||
|
/// <see cref="RenderingDiagnostics.FrameProfEnabled"/> is true; costs one
|
||||||
|
/// bool check per frame when off.
|
||||||
|
///
|
||||||
|
/// <para>Permanent apparatus — every MP-track gate reads it; do not strip.
|
||||||
|
/// Whole-frame GPU timing self-disables under <c>ACDREAM_WB_DIAG=1</c>
|
||||||
|
/// (nested TimeElapsed is illegal GL; see GpuFrameTimer).</para>
|
||||||
|
/// Spec: docs/superpowers/specs/2026-07-05-modern-pipeline-design.md §5.
|
||||||
|
/// </summary>
|
||||||
|
public sealed class FrameProfiler : IDisposable
|
||||||
|
{
|
||||||
|
private const int WindowCapacity = 2048; // ~12 s at 165 fps
|
||||||
|
private const long ReportIntervalTicks = 5 * TimeSpan.TicksPerSecond;
|
||||||
|
private static readonly int StageCount = Enum.GetValues<FrameStage>().Length;
|
||||||
|
|
||||||
|
private readonly FrameStatsBuffer _cpuUs = new(WindowCapacity);
|
||||||
|
private readonly FrameStatsBuffer _gpuUs = new(WindowCapacity);
|
||||||
|
private readonly FrameStatsBuffer _allocBytes = new(WindowCapacity);
|
||||||
|
private readonly FrameStatsBuffer[] _stageUs;
|
||||||
|
private readonly long[] _stageAccumTicks;
|
||||||
|
private readonly bool _wbDiagActive =
|
||||||
|
Environment.GetEnvironmentVariable("ACDREAM_WB_DIAG") == "1";
|
||||||
|
|
||||||
|
private GpuFrameTimer? _gpuTimer;
|
||||||
|
private long _lastBoundaryTimestamp;
|
||||||
|
private long _lastAllocBytes;
|
||||||
|
private long _lastReportTicks;
|
||||||
|
private int _gc0Base, _gc1Base, _gc2Base;
|
||||||
|
private int _framesInWindow;
|
||||||
|
private int _ownerThreadId;
|
||||||
|
private bool _threadWarned;
|
||||||
|
private bool _wbDiagNoticePrinted;
|
||||||
|
private bool _wasEnabled;
|
||||||
|
|
||||||
|
public FrameProfiler()
|
||||||
|
{
|
||||||
|
_stageUs = new FrameStatsBuffer[StageCount];
|
||||||
|
for (int i = 0; i < StageCount; i++) _stageUs[i] = new FrameStatsBuffer(WindowCapacity);
|
||||||
|
_stageAccumTicks = new long[StageCount];
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Call as the FIRST statement of <c>GameWindow.OnRender</c>.
|
||||||
|
/// </summary>
|
||||||
|
public void FrameBoundary(GL gl)
|
||||||
|
{
|
||||||
|
bool enabled = RenderingDiagnostics.FrameProfEnabled;
|
||||||
|
if (!enabled)
|
||||||
|
{
|
||||||
|
if (_wasEnabled) { _gpuTimer?.Stop(); _wasEnabled = false; _lastBoundaryTimestamp = 0; }
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_ownerThreadId == 0) _ownerThreadId = Environment.CurrentManagedThreadId;
|
||||||
|
else if (!_threadWarned && _ownerThreadId != Environment.CurrentManagedThreadId)
|
||||||
|
{
|
||||||
|
_threadWarned = true;
|
||||||
|
Console.WriteLine("[frame-prof] WARNING: frame boundary crossed threads; alloc counter is per-thread and now unreliable");
|
||||||
|
}
|
||||||
|
|
||||||
|
long now = Stopwatch.GetTimestamp();
|
||||||
|
long allocNow = GC.GetAllocatedBytesForCurrentThread();
|
||||||
|
|
||||||
|
if (!_wasEnabled)
|
||||||
|
{
|
||||||
|
// First enabled frame (startup or runtime toggle-on): establish
|
||||||
|
// baselines, emit nothing.
|
||||||
|
_wasEnabled = true;
|
||||||
|
_lastReportTicks = DateTime.UtcNow.Ticks;
|
||||||
|
_gc0Base = GC.CollectionCount(0); _gc1Base = GC.CollectionCount(1); _gc2Base = GC.CollectionCount(2);
|
||||||
|
if (_gpuTimer is null && !_wbDiagActive) _gpuTimer = new GpuFrameTimer(gl);
|
||||||
|
if (_wbDiagActive && !_wbDiagNoticePrinted)
|
||||||
|
{
|
||||||
|
_wbDiagNoticePrinted = true;
|
||||||
|
Console.WriteLine("[frame-prof] GPU frame timing OFF: ACDREAM_WB_DIAG=1 owns TimeElapsed queries (nested queries are illegal GL)");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
long cpuUs = (now - _lastBoundaryTimestamp) * 1_000_000L / Stopwatch.Frequency;
|
||||||
|
_cpuUs.Push(cpuUs);
|
||||||
|
_allocBytes.Push(allocNow - _lastAllocBytes);
|
||||||
|
for (int i = 0; i < StageCount; i++)
|
||||||
|
{
|
||||||
|
_stageUs[i].Push(_stageAccumTicks[i] * 1_000_000L / Stopwatch.Frequency);
|
||||||
|
_stageAccumTicks[i] = 0;
|
||||||
|
}
|
||||||
|
_framesInWindow++;
|
||||||
|
}
|
||||||
|
|
||||||
|
_lastBoundaryTimestamp = now;
|
||||||
|
_lastAllocBytes = allocNow;
|
||||||
|
|
||||||
|
if (_gpuTimer?.FrameBoundary() is long gpuUs)
|
||||||
|
_gpuUs.Push(gpuUs);
|
||||||
|
|
||||||
|
long nowTicks = DateTime.UtcNow.Ticks;
|
||||||
|
if (nowTicks - _lastReportTicks >= ReportIntervalTicks && _framesInWindow > 0)
|
||||||
|
{
|
||||||
|
int gc0 = GC.CollectionCount(0) - _gc0Base;
|
||||||
|
int gc1 = GC.CollectionCount(1) - _gc1Base;
|
||||||
|
int gc2 = GC.CollectionCount(2) - _gc2Base;
|
||||||
|
Console.WriteLine(FormatReport(_framesInWindow, _cpuUs, _gpuUs,
|
||||||
|
gpuActive: _gpuTimer is not null, _allocBytes, gc0, gc1, gc2, _stageUs));
|
||||||
|
_lastReportTicks = nowTicks;
|
||||||
|
_gc0Base += gc0; _gc1Base += gc1; _gc2Base += gc2;
|
||||||
|
_framesInWindow = 0;
|
||||||
|
_cpuUs.Reset(); _gpuUs.Reset(); _allocBytes.Reset();
|
||||||
|
for (int i = 0; i < StageCount; i++) _stageUs[i].Reset();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Attribute the enclosed CPU time to <paramref name="stage"/>.
|
||||||
|
/// Usage: <c>using var _ = profiler.BeginStage(FrameStage.Update);</c>.
|
||||||
|
/// Zero-cost (default scope) when the profiler is off.
|
||||||
|
/// </summary>
|
||||||
|
public StageScope BeginStage(FrameStage stage)
|
||||||
|
=> RenderingDiagnostics.FrameProfEnabled
|
||||||
|
? new StageScope(this, stage, Stopwatch.GetTimestamp())
|
||||||
|
: default;
|
||||||
|
|
||||||
|
internal void EndStage(FrameStage stage, long startTimestamp)
|
||||||
|
=> _stageAccumTicks[(int)stage] += Stopwatch.GetTimestamp() - startTimestamp;
|
||||||
|
|
||||||
|
/// <summary>Pure report formatter — unit-tested; invariant culture.</summary>
|
||||||
|
public static string FormatReport(
|
||||||
|
int frameCount,
|
||||||
|
FrameStatsBuffer cpu, FrameStatsBuffer gpu, bool gpuActive,
|
||||||
|
FrameStatsBuffer alloc, int gc0, int gc1, int gc2,
|
||||||
|
FrameStatsBuffer[] stages)
|
||||||
|
{
|
||||||
|
var ci = CultureInfo.InvariantCulture;
|
||||||
|
var sb = new StringBuilder(256);
|
||||||
|
sb.Append("[frame-prof] n=").Append(frameCount);
|
||||||
|
sb.AppendFormat(ci, " | cpu_ms p50={0:0.0} p95={1:0.0} p99={2:0.0} max={3:0.0}",
|
||||||
|
cpu.Percentile(0.50) / 1000.0, cpu.Percentile(0.95) / 1000.0,
|
||||||
|
cpu.Percentile(0.99) / 1000.0, cpu.Max() / 1000.0);
|
||||||
|
if (gpuActive)
|
||||||
|
sb.AppendFormat(ci, " | gpu_ms p50={0:0.0} p95={1:0.0}",
|
||||||
|
gpu.Percentile(0.50) / 1000.0, gpu.Percentile(0.95) / 1000.0);
|
||||||
|
else
|
||||||
|
sb.Append(" | gpu=off(wbdiag)");
|
||||||
|
sb.AppendFormat(ci, " | alloc_kb p50={0:0.0} max={1:0.0} gc={2}/{3}/{4}",
|
||||||
|
alloc.Percentile(0.50) / 1024.0, alloc.Max() / 1024.0, gc0, gc1, gc2);
|
||||||
|
string[] names = { "upd", "upl", "imgui" };
|
||||||
|
for (int i = 0; i < stages.Length && i < names.Length; i++)
|
||||||
|
sb.AppendFormat(ci, " | {0} p50={1:0.0} p95={2:0.0}",
|
||||||
|
names[i], stages[i].Percentile(0.50) / 1000.0, stages[i].Percentile(0.95) / 1000.0);
|
||||||
|
return sb.ToString();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dispose() => _gpuTimer?.Dispose();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Disposable stage scope; default instance is a no-op.</summary>
|
||||||
|
public readonly struct StageScope : IDisposable
|
||||||
|
{
|
||||||
|
private readonly FrameProfiler? _owner;
|
||||||
|
private readonly FrameStage _stage;
|
||||||
|
private readonly long _start;
|
||||||
|
|
||||||
|
internal StageScope(FrameProfiler owner, FrameStage stage, long start)
|
||||||
|
{
|
||||||
|
_owner = owner; _stage = stage; _start = start;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dispose() => _owner?.EndStage(_stage, _start);
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 4: Run tests to verify they pass**
|
||||||
|
|
||||||
|
Run: `dotnet test tests/AcDream.App.Tests --filter FrameProfilerReportTests -v minimal`
|
||||||
|
Expected: 2 passed. (If the `,0` invariant assertion trips on stage names, adjust only the assertion's exclusion — the formatter must keep `CultureInfo.InvariantCulture` everywhere.)
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add src/AcDream.App/Diagnostics/FrameProfiler.cs tests/AcDream.App.Tests/FrameProfilerReportTests.cs
|
||||||
|
git commit -m "feat(pipeline): MP0 - FrameProfiler facade (CPU/GPU/alloc/stages, 5s report)"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 4: GameWindow wiring + DebugPanel mirror
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `src/AcDream.App/Rendering/GameWindow.cs`
|
||||||
|
- Modify: `src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs`
|
||||||
|
- Modify: the DebugPanel ImGui renderer (locate in step 4)
|
||||||
|
|
||||||
|
- [ ] **Step 1: Add the field and frame-boundary call**
|
||||||
|
|
||||||
|
Near GameWindow's other diagnostic fields (search for `_frameDiag` field declaration to co-locate):
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
// MP0 (2026-07-05): permanent frame profiler — one FrameBoundary call
|
||||||
|
// per OnRender + three stage scopes. All logic lives in
|
||||||
|
// AcDream.App.Diagnostics.FrameProfiler (structure rule 1).
|
||||||
|
private readonly AcDream.App.Diagnostics.FrameProfiler _frameProfiler = new();
|
||||||
|
```
|
||||||
|
|
||||||
|
At the very top of `OnRender` (anchor: `private void OnRender(double deltaSeconds)` ~line 8756 — the call goes BEFORE the `var kf = WorldTime.CurrentSky;` line):
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
_frameProfiler.FrameBoundary(_gl!);
|
||||||
|
```
|
||||||
|
|
||||||
|
In `Dispose`/`OnClosing` teardown (anchor: where `_wbMeshAdapter` is disposed — profiler goes before `_dats`):
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
_frameProfiler.Dispose();
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Add the three stage scopes**
|
||||||
|
|
||||||
|
`OnUpdate` (anchor: `private void OnUpdate(double dt)` ~line 7952) — first statement of the body:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
using var _updStage = _frameProfiler.BeginStage(AcDream.App.Diagnostics.FrameStage.Update);
|
||||||
|
```
|
||||||
|
|
||||||
|
Upload drain (anchor: `_wbMeshAdapter?.Tick();` ~line 8813 — wrap it, keeping the existing `[FRAME-DIAG]` lines untouched):
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
using (var _uplStage = _frameProfiler.BeginStage(AcDream.App.Diagnostics.FrameStage.Upload))
|
||||||
|
{
|
||||||
|
_wbMeshAdapter?.Tick();
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
ImGui render (anchor: `_imguiBootstrap.Render();` ~line 9821):
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
using (var _imguiStage = _frameProfiler.BeginStage(AcDream.App.Diagnostics.FrameStage.ImGui))
|
||||||
|
{
|
||||||
|
_imguiBootstrap.Render();
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 3: Add the DebugVM mirror**
|
||||||
|
|
||||||
|
In `src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs`, after the `ProbeResolve` property (~line 252), following the same pattern:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
/// <summary>
|
||||||
|
/// Runtime mirror of <c>RenderingDiagnostics.FrameProfEnabled</c>
|
||||||
|
/// (env var <c>ACDREAM_FRAME_PROF</c>). Toggling here starts/stops the
|
||||||
|
/// [frame-prof] 5-second report live — no relaunch required.
|
||||||
|
/// </summary>
|
||||||
|
public bool FrameProf
|
||||||
|
{
|
||||||
|
get => AcDream.Core.Rendering.RenderingDiagnostics.FrameProfEnabled;
|
||||||
|
set => AcDream.Core.Rendering.RenderingDiagnostics.FrameProfEnabled = value;
|
||||||
|
}
|
||||||
|
```
|
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|
|
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- [ ] **Step 4: Add the DebugPanel checkbox**
|
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|
|
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Locate the renderer: `grep -rn "ProbeResolve" src/AcDream.UI.ImGui/` — expected: one hit in the DebugPanel renderer drawing a checkbox bound to `vm.ProbeResolve`. Add an identical checkbox line for `vm.FrameProf` labeled `"Frame profiler ([frame-prof])"` adjacent to it, copying the exact checkbox idiom used there.
|
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|
|
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- [ ] **Step 5: Build + full test suite**
|
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|
|
||||||
|
Run: `dotnet build`
|
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Expected: green.
|
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Run: `dotnet test`
|
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Expected: all green (no existing test touches these paths).
|
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|
|
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- [ ] **Step 6: Commit**
|
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|
|
||||||
|
```bash
|
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|
git add src/AcDream.App/Rendering/GameWindow.cs src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs src/AcDream.UI.ImGui/
|
||||||
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git commit -m "feat(pipeline): MP0 - wire FrameProfiler into GameWindow + DebugPanel toggle"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 5: Baseline capture (user-driven; MP0's deliverable + gate)
|
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|
|
||||||
|
**Files:**
|
||||||
|
- Create: `docs/research/2026-07-XX-mp0-baseline.md` (use the actual capture date)
|
||||||
|
|
||||||
|
- [ ] **Step 1: Confirm Release build is green**
|
||||||
|
|
||||||
|
Run: `dotnet build -c Release`
|
||||||
|
Expected: green. Never launch on a red build.
|
||||||
|
|
||||||
|
- [ ] **Step 2: Launch with the profiler on (user drives)**
|
||||||
|
|
||||||
|
```powershell
|
||||||
|
$env:ACDREAM_DAT_DIR="$env:USERPROFILE\Documents\Asheron's Call"; $env:ACDREAM_LIVE="1"
|
||||||
|
$env:ACDREAM_TEST_HOST="127.0.0.1"; $env:ACDREAM_TEST_PORT="9000"
|
||||||
|
$env:ACDREAM_TEST_USER="testaccount"; $env:ACDREAM_TEST_PASS="testpassword"
|
||||||
|
$env:ACDREAM_FRAME_PROF="1" # NOT ACDREAM_WB_DIAG — mutually exclusive GPU timing
|
||||||
|
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Release 2>&1 | Tee-Object -FilePath "mp0-baseline.log"
|
||||||
|
```
|
||||||
|
|
||||||
|
Launch in the background (`run_in_background: true`); the user manages the client lifecycle per CLAUDE.md. Ask the user to run this route, pausing ~30 s (≥5 report lines) in each state:
|
||||||
|
1. Dense town, standing still, facing the dense view (Holtburg center; Fort Tethana/Arwic if reachable).
|
||||||
|
2. Dense town, panning the camera continuously.
|
||||||
|
3. Walking a full town traversal (streaming active).
|
||||||
|
4. 2–3 portal hops (the hitch scenario).
|
||||||
|
5. A dungeon interior walk.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Extract the numbers**
|
||||||
|
|
||||||
|
Run: `Select-String -Path mp0-baseline.log -Pattern "\[frame-prof\]"`
|
||||||
|
Expected: one line per 5 s. Map line timestamps/order to the route states (the user says when each state started; correlate by order).
|
||||||
|
|
||||||
|
- [ ] **Step 4: Write the baseline report**
|
||||||
|
|
||||||
|
Create `docs/research/2026-07-XX-mp0-baseline.md` containing, per route state: cpu_ms p50/p95/p99/max, gpu_ms p50/p95, alloc_kb p50/max, gc counts, stage split (upd/upl/imgui p50/p95) — plus:
|
||||||
|
- **The attribution verdict:** where do the ~6 dense-town CPU ms actually go (update vs upload vs imgui vs unattributed-render)? Does it confirm the spec §1 split (render-submission dominant)?
|
||||||
|
- **The gate decision (spec §5):** if attribution confirms the assumed split → proceed to MP1 planning unchanged. If it contradicts (e.g. Update dominates) → amend the spec's phase order BEFORE MP1, in the same session, and say so in this doc.
|
||||||
|
- The hitch profile: worst max/p99 during portal hops and traversal — this is MP1's "before" number.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit + update the spec status**
|
||||||
|
|
||||||
|
Mark the spec's MP0 row as baseline-captured (one-line edit in `docs/superpowers/specs/2026-07-05-modern-pipeline-design.md` §5 gate line: append "— PASSED <date>, see baseline doc").
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add docs/research/2026-07-XX-mp0-baseline.md docs/superpowers/specs/2026-07-05-modern-pipeline-design.md
|
||||||
|
git commit -m "docs(pipeline): MP0 baseline captured - attribution verdict + gate decision"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Post-plan notes for the executor
|
||||||
|
|
||||||
|
- **Do not strip `[frame-prof]`** in future probe-cleanup commits — it is permanent apparatus (the flag doc comment says so; so does spec §5).
|
||||||
|
- The existing `[FRAME-DIAG]` / `[WB-DIAG]` apparatus is untouched by this plan — the distance-degrade handoff still owns its strip decision.
|
||||||
|
- The roadmap "Modern Pipeline side track" section + milestones-doc freeze-exception paragraph (spec §12) should be added in the same commit as Task 5's baseline doc if not already present.
|
||||||
Loading…
Add table
Add a link
Reference in a new issue