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

@ -75,7 +75,18 @@ public sealed class FrameProfiler : IDisposable
bool enabled = RenderingDiagnostics.FrameProfEnabled; bool enabled = RenderingDiagnostics.FrameProfEnabled;
if (!enabled) if (!enabled)
{ {
if (_wasEnabled) { _gpuTimer?.Stop(); _wasEnabled = false; _lastBoundaryTimestamp = 0; } if (_wasEnabled)
{
// Dispose (not just Stop) so a later re-enable rebuilds the
// query ring fresh — a kept instance would poll slots left
// pending from BEFORE the pause and report temporally stale
// GPU samples. Safe here: this runs at the top of OnRender
// with the GL context current.
_gpuTimer?.Dispose();
_gpuTimer = null;
_wasEnabled = false;
_lastBoundaryTimestamp = 0;
}
return; return;
} }
@ -92,9 +103,14 @@ public sealed class FrameProfiler : IDisposable
if (!_wasEnabled) if (!_wasEnabled)
{ {
// First enabled frame (startup or runtime toggle-on): establish // First enabled frame (startup or runtime toggle-on): establish
// baselines, emit nothing. // baselines, emit nothing. Clear any stage ticks a StageScope
// disposed after toggle-off may have accumulated mid-pause —
// EndStage still runs on scopes that were live when the flag
// flipped, and that partial delta must not leak into the first
// re-enabled frame.
_wasEnabled = true; _wasEnabled = true;
_lastReportTicks = DateTime.UtcNow.Ticks; _lastReportTicks = DateTime.UtcNow.Ticks;
Array.Clear(_stageAccumTicks);
_gc0Base = GC.CollectionCount(0); _gc1Base = GC.CollectionCount(1); _gc2Base = GC.CollectionCount(2); _gc0Base = GC.CollectionCount(0); _gc1Base = GC.CollectionCount(1); _gc2Base = GC.CollectionCount(2);
if (_gpuTimer is null && !_wbDiagActive) _gpuTimer = new GpuFrameTimer(gl); if (_gpuTimer is null && !_wbDiagActive) _gpuTimer = new GpuFrameTimer(gl);
if (_wbDiagActive && !_wbDiagNoticePrinted) if (_wbDiagActive && !_wbDiagNoticePrinted)

View file

@ -56,8 +56,13 @@ public sealed class FrameStatsBuffer
public long Max() public long Max()
{ {
long max = 0; if (_count == 0) return 0; // documented empty behavior, matches Percentile
for (int i = 0; i < _count; i++) // Seed from the first live sample so all-negative windows (the alloc
// channel can go negative if the boundary ever crosses threads) return
// the true max instead of clamping to 0. Slots [0.._count) are always
// the live window regardless of ring wraparound.
long max = _samples[0];
for (int i = 1; i < _count; i++)
if (_samples[i] > max) max = _samples[i]; if (_samples[i] > max) max = _samples[i];
return max; return max;
} }

View file

@ -48,4 +48,12 @@ public class FrameStatsBufferTests
Assert.Equal(0, buf.Count); Assert.Equal(0, buf.Count);
Assert.Equal(0, buf.Percentile(0.5)); 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());
}
} }