fix(pipeline): MP0 - profiler toggle-path hygiene + Max() seed (review follow-up)

Three review finds, all in the runtime-toggle path or edge math (the
steady-state path was confirmed correct):

1. GPU stale-slot across toggle-off/on: the disabled branch now
   Disposes the GpuFrameTimer (and nulls it) instead of Stop()-ing and
   keeping it — a kept instance would poll slots left pending from
   BEFORE the pause on re-enable and report temporally stale GPU
   samples. The re-enable branch's existing null guard rebuilds the
   ring fresh. Dispose is safe there: the branch runs at the top of
   OnRender with the GL context current.

2. Stale stage accumulation across mid-stage toggle-off: a StageScope
   disposed after the flag flips still calls EndStage, leaving a
   partial delta in _stageAccumTicks. The re-baseline branch now
   Array.Clear()s it alongside the GC re-baselining.

3. FrameStatsBuffer.Max() seeded with 0, clamping all-negative windows
   (the alloc channel can go negative if the boundary ever crosses
   threads) and disagreeing with Percentile(). Now seeds from the
   first live sample after the empty check (slots [0.._count) are
   always the live window regardless of ring wraparound); empty still
   returns 0 to match Percentile. TDD: Max_AllNegative_ReturnsTrueMax
   failed (returned 0) before the fix, passes after.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-05 19:26:28 +02:00
parent 9f0da92ca7
commit 4b44a15286
3 changed files with 33 additions and 4 deletions

View file

@ -48,4 +48,12 @@ public class FrameStatsBufferTests
Assert.Equal(0, buf.Count);
Assert.Equal(0, buf.Percentile(0.5));
}
[Fact]
public void Max_AllNegative_ReturnsTrueMax()
{
var buf = new FrameStatsBuffer(capacity: 4);
buf.Push(-5); buf.Push(-2); buf.Push(-9);
Assert.Equal(-2, buf.Max());
}
}