diff --git a/docs/superpowers/plans/2026-05-11-phase-n6-slice1.md b/docs/superpowers/plans/2026-05-11-phase-n6-slice1.md new file mode 100644 index 0000000..0270b2f --- /dev/null +++ b/docs/superpowers/plans/2026-05-11-phase-n6-slice1.md @@ -0,0 +1,912 @@ +# Phase N.6 slice 1 Implementation Plan + +> **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. + +**Goal:** Fix the broken `gpu_us` diagnostic in `WbDrawDispatcher` (vendor-neutral OpenGL query ring) and produce one authoritative perf baseline document at Holtburg radius=12 so the next-phase decision (slice 2 vs C.1.5 vs Tier 2) is grounded in real numbers. + +**Architecture:** Two commits. Commit 1 changes only `WbDrawDispatcher.cs` — replaces the two `uint` GL query handles with ring-of-3 arrays and moves the result read to *before* the next frame overwrites the slot (read frame N-3's queries, then overwrite). Commit 2 adds an env-gated surface-format histogram dump in `TextureCache.cs`, captures the actual measurement, writes the baseline doc, and amends the roadmap entry. No new automated tests — the GPU-timing fix has no observable behavior in tests, and the dump path is env-gated diagnostic only; verification is manual launch-and-look. + +**Tech Stack:** C# / .NET 10, Silk.NET (OpenGL 4.3+), `dotnet build` / `dotnet test` from PowerShell, live ACE on `127.0.0.1:9000` for in-world verification. + +**Spec:** [docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md](../specs/2026-05-11-phase-n6-slice1-design.md) (committed at `05d590c`). + +--- + +## File Structure + +| File | Action | Responsibility | +|---|---|---| +| [`src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs`](../../../src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs) | Modify | Replace 2 `uint` query handles with ring-of-3 arrays; move query result read to before next-frame overwrite. | +| [`src/AcDream.App/Rendering/TextureCache.cs`](../../../src/AcDream.App/Rendering/TextureCache.cs) | Modify | Add upload-time dimension/format tracking + env-gated `TickSurfaceHistogramDumpIfEnabled()` method that fires once at frame 600. | +| [`src/AcDream.App/Rendering/GameWindow.cs`](../../../src/AcDream.App/Rendering/GameWindow.cs) | Modify | Call `_textureCache.TickSurfaceHistogramDumpIfEnabled()` once per frame in `OnRender`. | +| `docs/plans/2026-05-11-phase-n6-perf-baseline.md` | Create | Baseline measurement doc: setup, numbers at radii 4/8/12 (standstill + walking), surface histogram summary, conclusion paragraph recommending next phase. | +| [`docs/plans/2026-04-11-roadmap.md`](../../plans/2026-04-11-roadmap.md) lines 690-705 | Modify | Amend N.6 entry to reflect the slice 1 / slice 2 split. | + +--- + +## Task 1: GPU query ring buffering (commit 1) + +**Files:** +- Modify: `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` + +The five edit zones are well-isolated by exact strings. Apply them in order — do NOT reorder; the build won't fail mid-way but the resulting code is easier to review if applied as documented. + +- [ ] **Step 1.1: Replace the field declarations (~line 155)** + +Use Edit to replace the existing field block: + +**old_string:** +```csharp + private uint _gpuQueryOpaque; + private uint _gpuQueryTransparent; + private readonly long[] _gpuSamples = new long[256]; // microseconds + private int _gpuSampleCursor; + private bool _gpuQueriesInitialized; +``` + +**new_string:** +```csharp + // GPU timing uses a ring of 3 query-pair slots so the read of frame N-3's + // result lands when the GPU has finished (~50ms after issue on a typical + // 60fps frame). Ring of 3 is the vendor-neutral choice: NVIDIA drivers with + // triple-buffering+vsync can queue ~3 frames ahead, AMD typically 1-2, + // Intel iGPUs vary. ResultAvailable is the safety guard if the GPU is + // still working when we try to read. + private const int GpuQueryRingDepth = 3; + private readonly uint[] _gpuQueryOpaque = new uint[GpuQueryRingDepth]; + private readonly uint[] _gpuQueryTransparent = new uint[GpuQueryRingDepth]; + private int _gpuQueryFrameIndex; + private readonly long[] _gpuSamples = new long[256]; // microseconds + private int _gpuSampleCursor; + private bool _gpuQueriesInitialized; +``` + +- [ ] **Step 1.2: Replace the init block (~line 347)** + +**old_string:** +```csharp + if (diag && !_gpuQueriesInitialized) + { + _gpuQueryOpaque = _gl.GenQuery(); + _gpuQueryTransparent = _gl.GenQuery(); + _gpuQueriesInitialized = true; + } +``` + +**new_string:** +```csharp + if (diag && !_gpuQueriesInitialized) + { + for (int i = 0; i < GpuQueryRingDepth; i++) + { + _gpuQueryOpaque[i] = _gl.GenQuery(); + _gpuQueryTransparent[i] = _gl.GenQuery(); + } + _gpuQueriesInitialized = true; + } +``` + +- [ ] **Step 1.3: Insert the read-before-overwrite block + compute slot just before the opaque query begin (~line 774)** + +This step replaces the existing single-line `BeginQuery` for opaque with a block that first computes the slot, reads the slot's frame N-3 result (gated on having completed one ring), then issues the new query into the same slot. + +**old_string:** +```csharp + _gl.BindBuffer(BufferTargetARB.DrawIndirectBuffer, _indirectBuffer); + if (diag && _gpuQueriesInitialized) _gl.BeginQuery(QueryTarget.TimeElapsed, _gpuQueryOpaque); +``` + +**new_string:** +```csharp + _gl.BindBuffer(BufferTargetARB.DrawIndirectBuffer, _indirectBuffer); + + // GPU timing: compute this frame's ring slot. We read frame N-3's + // result (the oldest data in the ring) before overwriting it with + // frame N's queries. See spec §3 Q1/Q2 + §4 in + // docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md. + int gpuQuerySlot = _gpuQueryFrameIndex % GpuQueryRingDepth; + if (_gpuQueriesInitialized && _gpuQueryFrameIndex >= GpuQueryRingDepth) + { + _gl.GetQueryObject(_gpuQueryOpaque[gpuQuerySlot], QueryObjectParameterName.ResultAvailable, out int avail); + if (avail != 0) + { + _gl.GetQueryObject(_gpuQueryOpaque[gpuQuerySlot], QueryObjectParameterName.Result, out ulong opaqueNs); + _gl.GetQueryObject(_gpuQueryTransparent[gpuQuerySlot], QueryObjectParameterName.Result, out ulong transNs); + long gpuUs = (long)((opaqueNs + transNs) / 1000UL); + _gpuSamples[_gpuSampleCursor] = gpuUs; + _gpuSampleCursor = (_gpuSampleCursor + 1) % _gpuSamples.Length; + } + // If avail==0 the sample is dropped silently. MedianMicros + // computes over the non-zero subset, so dropped samples don't + // poison the median. + } + + if (diag && _gpuQueriesInitialized) _gl.BeginQuery(QueryTarget.TimeElapsed, _gpuQueryOpaque[gpuQuerySlot]); +``` + +- [ ] **Step 1.4: Update the transparent query begin to use the same slot (~line 823)** + +**old_string:** +```csharp + if (diag && _gpuQueriesInitialized) _gl.BeginQuery(QueryTarget.TimeElapsed, _gpuQueryTransparent); +``` + +**new_string:** +```csharp + if (diag && _gpuQueriesInitialized) _gl.BeginQuery(QueryTarget.TimeElapsed, _gpuQueryTransparent[gpuQuerySlot]); +``` + +- [ ] **Step 1.5: Replace the buggy in-frame read block + increment frame counter (~line 849)** + +**old_string:** +```csharp + // Read GPU samples non-blocking; the result for the previous frame's + // queries should be ready by now. If not, drop the sample (don't stall + // the CPU waiting for the GPU). + if (_gpuQueriesInitialized) + { + _gl.GetQueryObject(_gpuQueryOpaque, QueryObjectParameterName.ResultAvailable, out int avail); + if (avail != 0) + { + _gl.GetQueryObject(_gpuQueryOpaque, QueryObjectParameterName.Result, out ulong opaqueNs); + _gl.GetQueryObject(_gpuQueryTransparent, QueryObjectParameterName.Result, out ulong transNs); + long gpuUs = (long)((opaqueNs + transNs) / 1000UL); + _gpuSamples[_gpuSampleCursor] = gpuUs; + _gpuSampleCursor = (_gpuSampleCursor + 1) % _gpuSamples.Length; + } + } + + _drawsIssued += _opaqueDrawCount + _transparentDrawCount; +``` + +**new_string:** +```csharp + // GPU sample read happens BEFORE issuing the next frame's queries + // (see step 1.3 above). Increment the frame counter here so the + // next call computes a fresh slot. + if (_gpuQueriesInitialized) _gpuQueryFrameIndex++; + + _drawsIssued += _opaqueDrawCount + _transparentDrawCount; +``` + +- [ ] **Step 1.6: Update Dispose to delete the full ring (~line 1140)** + +**old_string:** +```csharp + if (_gpuQueriesInitialized) + { + _gl.DeleteQuery(_gpuQueryOpaque); + _gl.DeleteQuery(_gpuQueryTransparent); + } +``` + +**new_string:** +```csharp + if (_gpuQueriesInitialized) + { + for (int i = 0; i < GpuQueryRingDepth; i++) + { + _gl.DeleteQuery(_gpuQueryOpaque[i]); + _gl.DeleteQuery(_gpuQueryTransparent[i]); + } + } +``` + +- [ ] **Step 1.7: Build** + +Run from the worktree root: + +```powershell +dotnet build +``` + +Expected: build succeeds with no new warnings or errors. If the build fails, the most likely cause is a missed string in one of the steps above — re-grep `_gpuQueryOpaque` and `_gpuQueryTransparent` in `WbDrawDispatcher.cs` and confirm every reference uses the array-indexed form `[gpuQuerySlot]` or `[i]`. + +- [ ] **Step 1.8: Run the test suite** + +```powershell +dotnet test --no-build +``` + +Expected: same pass/fail baseline as before the change (~1688 passing, ~8 pre-existing physics/input failures unchanged). No new failures. + +- [ ] **Step 1.9: Manual verification — launch live and confirm `gpu_us` reports non-zero** + +```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_WB_DIAG = "1" +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "task1-verify.log" +``` + +In-world: walk Holtburg for ~30 seconds. Close the window when done. + +Verification check on `task1-verify.log`: + +```powershell +Select-String -Path task1-verify.log -Pattern "\[WB-DIAG\]" | Select-Object -Last 5 +``` + +Expected output: at least one `[WB-DIAG]` line where `gpu_us=Xm/Yp95` has X > 0 (typically tens to low-hundreds of microseconds at radius=4-12 on a modern GPU). If `gpu_us=0m/0p95` persists for the entire run, the fix didn't take — check whether the build actually rebuilt (try `dotnet build -c Debug` then re-launch). + +Also confirm: no visible regression in the client. Entities render, animations play, sky cycles. Close the client cleanly. + +- [ ] **Step 1.10: Commit** + +```powershell +git add src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs +git commit -m @' +feat(perf): Phase N.6 slice 1 — fix gpu_us double-buffering in WbDrawDispatcher + +The dispatcher's GPU TimeElapsed queries were polled in the same frame +as the indirect draw, so glGetQueryObject(ResultAvailable) always +returned 0 and gpu_us in [WB-DIAG] was stuck at 0m/0p95. + +Replace the 2 single-handle queries with ring-of-3 arrays and move the +result read to BEFORE issuing the next frame's queries into the same +slot — at frame N we read slot N%3 which holds frame N-3's queries +(oldest in the ring, ~50ms old at 60fps and definitely done across all +desktop GL drivers). Vendor-neutral: AMD/NVIDIA/Intel desktop GL all +work without driver-specific code. + +No new tests — the change is purely a diagnostic readout fix, no +observable behavior in the rendering path. Manual verification: +[WB-DIAG] now reports non-zero gpu_us at Holtburg radius=12. + +Spec: docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md (§4). + +Co-Authored-By: Claude Opus 4.7 (1M context) +'@ +git status +``` + +Expected: clean working tree after commit. Note the new commit SHA — needed for the baseline doc's "measured against" reference. + +--- + +## Task 2: Surface-format histogram dump path (part of commit 2 setup) + +**Files:** +- Modify: `src/AcDream.App/Rendering/TextureCache.cs` +- Modify: `src/AcDream.App/Rendering/GameWindow.cs` + +This task adds the env-gated one-shot dump infrastructure. It does NOT commit — the commit happens in Task 4 after the baseline document is also ready. + +- [ ] **Step 2.1: Add upload-time metadata tracking in `TextureCache.cs`** + +Add a new private dictionary that records `(width, height, formatLabel)` keyed by GL texture name. This lets `DumpSurfaceHistogram` emit dimension/format data without re-querying GL. + +Use Edit to insert the field right after the existing bindless cache fields (~line 41, just after `_bindlessByPalette`): + +**old_string:** +```csharp + private readonly Dictionary<(uint surfaceId, uint origTexOverride, ulong paletteHash), (uint Name, ulong Handle)> _bindlessByPalette = new(); + + public TextureCache(GL gl, DatCollection dats, Wb.BindlessSupport? bindless = null) +``` + +**new_string:** +```csharp + private readonly Dictionary<(uint surfaceId, uint origTexOverride, ulong paletteHash), (uint Name, ulong Handle)> _bindlessByPalette = new(); + + // Phase N.6 slice 1 (2026-05-11): per-upload metadata for the + // ACDREAM_DUMP_SURFACES=1 histogram dump path. Populated at upload + // time so the dump method doesn't have to query GL state. Keyed by + // GL texture name (same key used in cache value tuples). Format + // label is "RGBA8_DECODED" for the post-decode upload (all uploads + // currently land as RGBA8 regardless of source format). + private readonly Dictionary _uploadMetadata = new(); + + // Frame counter for the one-shot ACDREAM_DUMP_SURFACES=1 trigger. + // Increments per Tick call; fires the dump once at frame index 600 + // and never again for the session. See spec §5. + private int _dumpFrameCounter; + private bool _surfaceHistogramAlreadyDumped; + + public TextureCache(GL gl, DatCollection dats, Wb.BindlessSupport? bindless = null) +``` + +- [ ] **Step 2.2: Find the `UploadRgba8AsLayer1Array` method and record metadata there** + +Locate the method using Grep: + +``` +pattern: "UploadRgba8AsLayer1Array" +path: src/AcDream.App/Rendering/TextureCache.cs +output_mode: content +-n: true +``` + +Read the method body (typically ~30-50 lines) to find the exact `return name;` line. The decoded texture has `decoded.Width`, `decoded.Height`, and `decoded.Rgba8` available. + +For each `return name;` in `UploadRgba8AsLayer1Array(DecodedTexture decoded)`, insert this line immediately before it: + +```csharp + _uploadMetadata[name] = (decoded.Width, decoded.Height, "RGBA8_DECODED"); +``` + +If the method has only one `return name;` near its end, that's a single Edit. Use the surrounding 2-3 lines of context in `old_string` to make the Edit unique. + +- [ ] **Step 2.3: Also record metadata in the legacy `UploadRgba8` (non-bindless) path** + +Locate the method: + +``` +pattern: "private uint UploadRgba8\b" +path: src/AcDream.App/Rendering/TextureCache.cs +output_mode: content +-n: true +``` + +Apply the same `_uploadMetadata[name] = (decoded.Width, decoded.Height, "RGBA8_DECODED");` insertion before each `return name;` in `UploadRgba8(DecodedTexture decoded)`. This ensures the dump captures both legacy and modern uploads. + +- [ ] **Step 2.4: Add the `TickSurfaceHistogramDumpIfEnabled` public method to `TextureCache.cs`** + +Locate `HashPaletteOverride` using Grep: + +``` +pattern: "internal static ulong HashPaletteOverride" +path: src/AcDream.App/Rendering/TextureCache.cs +output_mode: content +-n: true +-A: 20 +``` + +Identify its closing brace. Use Edit with surrounding context to insert the new methods immediately after. + +**old_string:** (the last few lines of `HashPaletteOverride`): +```csharp + foreach (var sp in p.SubPalettes) + { + h = (h ^ sp.SubPaletteId) * prime; + h = (h ^ sp.Offset) * prime; + h = (h ^ sp.Length) * prime; + } + return h; + } +``` + +**new_string:** +```csharp + foreach (var sp in p.SubPalettes) + { + h = (h ^ sp.SubPaletteId) * prime; + h = (h ^ sp.Offset) * prime; + h = (h ^ sp.Length) * prime; + } + return h; + } + + /// + /// Phase N.6 slice 1: one-shot surface-format histogram dump for the + /// atlas-opportunity audit. Activated by ACDREAM_DUMP_SURFACES=1; fires + /// once at frame 600 of the session (~10s at 60fps, ~3s at 200fps — + /// both well past streaming settle at radius≤12). Output goes to + /// %LOCALAPPDATA%\acdream\n6-surfaces.txt. Zero cost when off. + /// See spec §5 in docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md. + /// + public void TickSurfaceHistogramDumpIfEnabled() + { + if (_surfaceHistogramAlreadyDumped) return; + if (!string.Equals(Environment.GetEnvironmentVariable("ACDREAM_DUMP_SURFACES"), "1", StringComparison.Ordinal)) return; + _dumpFrameCounter++; + if (_dumpFrameCounter < 600) return; + + DumpSurfaceHistogram(); + _surfaceHistogramAlreadyDumped = true; + } + + private void DumpSurfaceHistogram() + { + var localAppData = Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData); + var outDir = System.IO.Path.Combine(localAppData, "acdream"); + System.IO.Directory.CreateDirectory(outDir); + var outPath = System.IO.Path.Combine(outDir, "n6-surfaces.txt"); + + var sb = new System.Text.StringBuilder(); + sb.AppendLine($"# acdream surface-format histogram — generated {DateTime.UtcNow:yyyy-MM-ddTHH:mm:ssZ}"); + sb.AppendLine("# Per-entry: surfaceId(hex), width, height, format, byteCount"); + sb.AppendLine(); + + // Walk every cached entry across the 6 caches, dedupe by GL name. + var seen = new HashSet(); + long totalBytes = 0; + var bucketsByDim = new Dictionary<(int W, int H), int>(); + var bucketsByFormat = new Dictionary(); + var bucketsByTriple = new Dictionary<(int W, int H, string F), int>(); + + void Emit(uint surfaceId, uint name) + { + if (!seen.Add(name)) return; + if (!_uploadMetadata.TryGetValue(name, out var meta)) return; + int bytes = meta.Width * meta.Height * 4; + totalBytes += bytes; + sb.AppendLine($"0x{surfaceId:X8}, {meta.Width}, {meta.Height}, {meta.Format}, {bytes}"); + + var dimKey = (meta.Width, meta.Height); + bucketsByDim[dimKey] = bucketsByDim.GetValueOrDefault(dimKey) + 1; + bucketsByFormat[meta.Format] = bucketsByFormat.GetValueOrDefault(meta.Format) + 1; + var tripleKey = (meta.Width, meta.Height, meta.Format); + bucketsByTriple[tripleKey] = bucketsByTriple.GetValueOrDefault(tripleKey) + 1; + } + + foreach (var kv in _handlesBySurfaceId) Emit(kv.Key, kv.Value); + foreach (var kv in _handlesByOverridden) Emit(kv.Key.surfaceId, kv.Value); + foreach (var kv in _handlesByPalette) Emit(kv.Key.surfaceId, kv.Value); + foreach (var kv in _bindlessBySurfaceId) Emit(kv.Key, kv.Value.Name); + foreach (var kv in _bindlessByOverridden) Emit(kv.Key.surfaceId, kv.Value.Name); + foreach (var kv in _bindlessByPalette) Emit(kv.Key.surfaceId, kv.Value.Name); + + sb.AppendLine(); + sb.AppendLine("# Rollups"); + sb.AppendLine($"# Total unique GL textures: {seen.Count}"); + sb.AppendLine($"# Total bytes (sum of W*H*4): {totalBytes}"); + + sb.AppendLine("# Top 10 (W,H) dimension buckets:"); + foreach (var kv in bucketsByDim.OrderByDescending(kv => kv.Value).Take(10)) + sb.AppendLine($"# {kv.Key.W}x{kv.Key.H}: {kv.Value}"); + + sb.AppendLine("# Format buckets:"); + foreach (var kv in bucketsByFormat.OrderByDescending(kv => kv.Value)) + sb.AppendLine($"# {kv.Key}: {kv.Value}"); + + sb.AppendLine("# Top 10 (W,H,format) triples — atlas-opportunity input:"); + foreach (var kv in bucketsByTriple.OrderByDescending(kv => kv.Value).Take(10)) + sb.AppendLine($"# {kv.Key.W}x{kv.Key.H} {kv.Key.F}: {kv.Value}"); + + System.IO.File.WriteAllText(outPath, sb.ToString()); + Console.WriteLine($"[N6-DUMP] Surface histogram written to {outPath} ({seen.Count} textures, {totalBytes} bytes)"); + } +``` + +- [ ] **Step 2.5: Confirm `using System.Linq;` is present in `TextureCache.cs`** + +Read the file's `using` section (top of file). If `using System.Linq;` is NOT present, add it. The `OrderByDescending` and `Take` calls in `DumpSurfaceHistogram` need it. + +Pattern: +``` +pattern: "^using System\.Linq" +path: src/AcDream.App/Rendering/TextureCache.cs +output_mode: count +``` + +If count is 0, add `using System.Linq;` in alphabetical order with the other usings at the top of the file. + +- [ ] **Step 2.6: Add the per-frame call site in `GameWindow.cs`** + +Find a stable insertion point near the top of `OnRender` (starts at line 6288). Use Grep: + +``` +pattern: "_gl!\.Clear\(" +path: src/AcDream.App/Rendering/GameWindow.cs +output_mode: content +-n: true +-A: 3 +``` + +This finds the `Clear` call(s) in or near `OnRender`. The first one after line 6288 is where you want to insert. Read 5 lines of context around it, then Edit to insert the dump tick on the line immediately after the `Clear` call returns: + +The insertion (one Edit): + +**old_string:** (find the `Clear` call in `OnRender` and capture 1-2 lines of its context — varies; common pattern is `_gl!.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);` followed by the next line of `OnRender` work). + +**new_string:** the same `Clear` call followed by: +```csharp + + // Phase N.6 slice 1: one-shot surface-format histogram dump under + // ACDREAM_DUMP_SURFACES=1. Zero cost when off. + _textureCache?.TickSurfaceHistogramDumpIfEnabled(); +``` + +If `OnRender` has multiple `Clear` calls, place the tick after the first one inside the method body. The call must run exactly once per frame, before any rendering work — placing it right after `Clear` accomplishes both. + +- [ ] **Step 2.7: Build** + +```powershell +dotnet build +``` + +Expected: build succeeds with no new warnings. If a "name 'OrderByDescending' does not exist in current context" error appears, Step 2.5 was missed — add the `using System.Linq;` and rebuild. + +- [ ] **Step 2.8: Run the test suite** + +```powershell +dotnet test --no-build +``` + +Expected: same pass/fail baseline (~1688 passing, ~8 pre-existing failures). No new failures. + +- [ ] **Step 2.9: Manual verification — confirm the dump file appears** + +Launch with the dump env var on: + +```powershell +$env:ACDREAM_DUMP_SURFACES = "1" +$env:ACDREAM_WB_DIAG = "1" +# Other env vars same as Task 1 Step 1.9 +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "task2-verify.log" +``` + +Wait ~15 seconds after the window appears, then close it. Check the file: + +```powershell +Get-Content "$env:LOCALAPPDATA\acdream\n6-surfaces.txt" | Select-Object -First 30 +``` + +Expected: a non-empty file with the header, per-entry rows, and rollup sections. Also confirm one `[N6-DUMP] Surface histogram written to ...` line in `task2-verify.log` (just before window close). + +If the file is empty or missing: +- Check the launch log for the `[N6-DUMP]` line. +- If it's not there, `_dumpFrameCounter` didn't reach 600 — the user closed too early. Re-run and wait longer. +- If it's there but the file lookup fails, the path output in the log should show what was actually written; investigate that path. + +**Do not commit yet.** Continue to Task 3. + +--- + +## Task 3: Capture baseline measurements + +**Files:** +- Create: `docs/plans/2026-05-11-phase-n6-perf-baseline.md` (final content lands in Task 4 — this task just collects the numbers). + +This is the manual measurement task. Each step launches the client, runs a specific scenario, and captures the diagnostic output. Save each log separately for the final write-up. Total expected time: ~30-45 min. + +Setup once per session: +```powershell +$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" +$env:ACDREAM_WB_DIAG = "1" +``` + +For each measurement run, set `ACDREAM_STREAM_RADIUS` before launch. Use the `QualityPreset=High` default (no overrides). All runs at Holtburg with `+Acdream` at clear midday (cycle weather with F10 → Clear, time with F7 → Noon). + +Per run, after ~30 seconds at the target condition, close the window and grep the log for the last 3 `[WB-DIAG]` lines — those have the steady-state numbers. + +- [ ] **Step 3.1: Capture radius=4 standstill** + +```powershell +$env:ACDREAM_STREAM_RADIUS = "4" +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "baseline-r4-stand.log" +``` + +In-world: enter world, do not move, hold position for 30 seconds. Close. + +```powershell +Select-String -Path baseline-r4-stand.log -Pattern "\[WB-DIAG\]" | Select-Object -Last 3 +``` + +Record from the median of the last 3 lines: `cpu_us`, `gpu_us`, `entSeen`, `entDrawn`, `groups`. Also note the window-title FPS shown during the test. + +- [ ] **Step 3.2: Capture radius=4 walking** + +```powershell +$env:ACDREAM_STREAM_RADIUS = "4" +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "baseline-r4-walk.log" +``` + +In-world: enter world, Tab to player mode, walk N→E→S→W across one landblock over ~30 seconds. Close. + +Capture same numbers as 3.1. + +- [ ] **Step 3.3: Capture radius=8 standstill** + +```powershell +$env:ACDREAM_STREAM_RADIUS = "8" +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "baseline-r8-stand.log" +``` + +Same procedure as 3.1. Wait ~40 seconds before recording (streaming takes longer to settle). + +- [ ] **Step 3.4: Capture radius=8 walking** + +```powershell +$env:ACDREAM_STREAM_RADIUS = "8" +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "baseline-r8-walk.log" +``` + +Same procedure as 3.2. + +- [ ] **Step 3.5: Capture radius=12 standstill** + +```powershell +$env:ACDREAM_STREAM_RADIUS = "12" +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "baseline-r12-stand.log" +``` + +Same procedure as 3.1. Wait ~60 seconds before recording. This is the headline measurement — pay attention to whether `gpu_us` p95 is well below 16.6 ms (60 fps target) or pushing it. + +- [ ] **Step 3.6: Capture radius=12 walking** + +```powershell +$env:ACDREAM_STREAM_RADIUS = "12" +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "baseline-r12-walk.log" +``` + +Same procedure as 3.2 (walking across one landblock, ~30 seconds of motion within the 60s+ window). + +- [ ] **Step 3.7: Capture the surface histogram** + +```powershell +$env:ACDREAM_STREAM_RADIUS = "12" +$env:ACDREAM_DUMP_SURFACES = "1" +dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "baseline-surfaces.log" +``` + +In-world: enter world at Holtburg, do nothing for ~30 seconds (let the dump fire at frame 600). Close. Copy the file: + +```powershell +Copy-Item "$env:LOCALAPPDATA\acdream\n6-surfaces.txt" -Destination "baseline-surfaces.txt" +``` + +Inspect: +```powershell +Get-Content baseline-surfaces.txt | Select-Object -Last 40 +``` + +Record the rollup section (total textures, total bytes, top 10 dimension buckets, format distribution, top 10 (W,H,format) triples). + +- [ ] **Step 3.8: Clean up the env vars and the local app data dump** + +```powershell +Remove-Item Env:\ACDREAM_DUMP_SURFACES -ErrorAction SilentlyContinue +Remove-Item Env:\ACDREAM_STREAM_RADIUS -ErrorAction SilentlyContinue +# Optional: clean up the source file so a future re-measurement isn't confused by stale data +Remove-Item "$env:LOCALAPPDATA\acdream\n6-surfaces.txt" -ErrorAction SilentlyContinue +``` + +All log files (`baseline-r*-*.log`, `baseline-surfaces.log`, `baseline-surfaces.txt`) remain in the worktree root for Task 4. They will NOT be committed — they're scratch. + +--- + +## Task 4: Write baseline doc + amend roadmap + ship commit 2 + +**Files:** +- Create: `docs/plans/2026-05-11-phase-n6-perf-baseline.md` +- Modify: `docs/plans/2026-04-11-roadmap.md` lines 690-705 + +- [ ] **Step 4.1: Write the baseline document** + +Use Write to create `docs/plans/2026-05-11-phase-n6-perf-baseline.md` with this content (substitute real numbers from Task 3 captures into every `` and `` placeholder; do NOT leave any unfilled): + +```markdown +# Phase N.6 slice 1 — perf baseline at Holtburg + +**Created:** 2026-05-11. +**Spec:** [docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md](../superpowers/specs/2026-05-11-phase-n6-slice1-design.md) +**Measured against commit:** +**Purpose:** Capture authoritative CPU+GPU dispatch numbers so the next-phase decision (slice 2 vs C.1.5 vs Tier 2) rests on real data. + +--- + +## §1. Setup + +- **Hardware:** Radeon RX 9070 XT +- **Resolution:** 1440p (2560×1440) +- **Quality preset:** High (default) +- **Connection:** live ACE at `127.0.0.1:9000` +- **Character:** `+Acdream` at Holtburg +- **Sky / time:** clear midday (F7 → Noon, F10 → Clear) +- **Build:** Debug +- **Date measured:** 2026-05-11 +- **Environment overrides:** `ACDREAM_WB_DIAG=1`, `ACDREAM_STREAM_RADIUS=` + +## §2. Dispatch CPU / GPU numbers + +Each cell records the median of the last 3 `[WB-DIAG]` lines from a ~30s stable window. `entSeen / entDrawn / groups` are also from those lines. FPS read from the window title. + +| Radius | Motion | cpu_us median | cpu_us p95 | gpu_us median | gpu_us p95 | FPS | entSeen | entDrawn | groups | +|---|---|---|---|---|---|---|---|---|---| +| 4 | standstill | | | | | | | | | +| 4 | walking | | | | | | | | | +| 8 | standstill | | | | | | | | | +| 8 | walking | | | | | | | | | +| 12| standstill | | | | | | | | | +| 12| walking | | | | | | | | | + +## §3. Surface-format histogram + +From `ACDREAM_DUMP_SURFACES=1` at radius=12, ~30s after enter-world. + +- **Total unique GL textures:** +- **Total bytes (sum of W*H*4):** +- **Top 10 (W, H) dimension buckets:** + - `x`: + - ... (paste from baseline-surfaces.txt rollup) +- **Format distribution:** + - ``: +- **Top 10 (W, H, format) triples — atlas-opportunity input:** + - `x `: + - ... + +**Atlas-opportunity score:** % of surfaces fall into the top-3 (W, H, format) triples. (A score >30% means atlas consolidation could meaningfully reduce sampler switches + memory overhead; <15% means scattered content and atlas is not worth the slice-2 effort.) + +## §4. Conclusion + next-phase recommendation + += 14000 µs: GPU-saturated, persistent-mapped buffers and compute cull help. + 3. Does the atlas score justify slice-2 atlas work? + 4. Given (1)-(3), which is the right next phase? + - CPU-bound + low atlas score: pivot to C.1.5 (visible content, perf already comfortable). + - GPU-bound + high atlas score: do N.6 slice 2 (atlas + persistent buffers). + - Either-bound + headroom + low atlas score: do C.1.5 first. + - GPU saturated + need for more headroom: escalate to Tier 2.> + +## §5. Raw logs + +Scratch logs from this measurement run (not committed): +- `baseline-r4-stand.log`, `baseline-r4-walk.log` +- `baseline-r8-stand.log`, `baseline-r8-walk.log` +- `baseline-r12-stand.log`, `baseline-r12-walk.log` +- `baseline-surfaces.log`, `baseline-surfaces.txt` +``` + +Fill in every `` and `` and the conclusion paragraph with the real values from Task 3. **Do NOT leave any `` placeholders.** If a measurement is missing, re-run that step from Task 3 before continuing. + +- [ ] **Step 4.2: Read the current roadmap N.6 entry** + +``` +Read offset 685, limit 25 from docs/plans/2026-04-11-roadmap.md +``` + +Confirm the bullet starts with `- **N.6 — Perf polish.** **Planned (post-A.5 polish takes priority).**` and ends with `Plan + spec written when work begins. **Estimate: 1-2 weeks.**`. Capture the exact text verbatim for Step 4.3's `old_string`. + +- [ ] **Step 4.3: Amend the roadmap entry** + +Use Edit. The change splits N.6 into slice 1 (shipping with this commit) and slice 2 (deferred until after C.1.5). + +**old_string:** the exact N.6 bullet copied from the Read in Step 4.2. + +**new_string:** +```markdown +- **N.6 slice 1 — GPU timing fix + radius=12 perf baseline.** **SHIPPED 2026-05-11.** + Fixed the gpu_us double-buffering bug in `WbDrawDispatcher` (ring-of-3 + query slots, read-before-overwrite, vendor-neutral across AMD/NVIDIA/Intel + desktop GL). Added env-gated surface-format histogram dump in `TextureCache` + for atlas-opportunity audit. Captured authoritative baseline at Holtburg + radii 4 / 8 / 12 (standstill + walking) with the now-working `gpu_us` + diagnostic. Plan + spec at `docs/superpowers/{specs,plans}/2026-05-11-phase-n6-slice1-*.md`. + Baseline numbers + next-phase recommendation at + [docs/plans/2026-05-11-phase-n6-perf-baseline.md](2026-05-11-phase-n6-perf-baseline.md). +- **N.6 slice 2 — Perf polish cleanup.** **Planned — deferred until after C.1.5 + (PES emitter wiring) per the baseline doc's recommendation.** Builds on + slice 1's measurement. Scope: retire the legacy `Texture2D`/`sampler2D` path + in `TextureCache` (currently kept for Sky + Debug + particle paths now that + Terrain has migrated); delete orphan `mesh.frag` (verify zero callers post-N.5 + amendment); decide bindless-everywhere vs legacy-island for the remaining + `sampler2D` consumers; conditionally adopt WB atlas if the slice-1 histogram + shows a real opportunity; conditionally adopt persistent-mapped buffers if + the slice-1 baseline shows `BufferSubData` as a hot spot; GPU compute culling + remains out-of-scope (that's Tier 3 of the perf-tiers roadmap, gated on + Tier 2 first). Plan + spec written when work begins. **Estimate: 1-2 weeks + once C.1.5 lands.** +``` + +- [ ] **Step 4.4: Build (sanity check — only docs touched, but be safe)** + +```powershell +dotnet build +``` + +Expected: build succeeds. (No code touched in Task 4; this just confirms nothing was accidentally edited in src/.) + +- [ ] **Step 4.5: Commit 2** + +```powershell +git add src/AcDream.App/Rendering/TextureCache.cs ` + src/AcDream.App/Rendering/GameWindow.cs ` + docs/plans/2026-05-11-phase-n6-perf-baseline.md ` + docs/plans/2026-04-11-roadmap.md +git commit -m @' +docs(perf): Phase N.6 slice 1 — radius=12 baseline + surface dump path + +Capture authoritative CPU+GPU dispatch numbers at Holtburg with the +gpu_us diagnostic now working (commit ). Three +radii (4/8/12) × two motion modes (standstill/walking) + a surface-format +histogram from ACDREAM_DUMP_SURFACES=1. + +Adds env-gated one-shot dump path (TextureCache.TickSurfaceHistogramDumpIfEnabled, +called from GameWindow.OnRender) that fires once at frame 600 of the +session — zero cost when off, writes to %LOCALAPPDATA%\acdream\n6-surfaces.txt. + +Baseline document at docs/plans/2026-05-11-phase-n6-perf-baseline.md +closes with a recommendation paragraph for the next phase. Roadmap entry +amended to reflect the slice 1 / slice 2 split. + +Spec: docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md (§5, §6). + +Co-Authored-By: Claude Opus 4.7 (1M context) +'@ +git status +``` + +Expected: clean working tree. + +- [ ] **Step 4.6: Final sanity sweep** + +```powershell +git log -3 --oneline +``` + +Expected: two new commits from this slice (the GPU timing fix from Task 1.10, then this docs/perf commit), under the spec commit `05d590c`. + +Also confirm the scratch baseline-r*.log and baseline-surfaces.* files are still NOT in the commit (they were not staged): + +```powershell +git status +``` + +Expected: clean working tree. If the scratch logs show as untracked but uncommitted, that's fine — they can be deleted manually: + +```powershell +Remove-Item baseline-r*.log, baseline-surfaces.log, baseline-surfaces.txt, task1-verify.log, task2-verify.log -ErrorAction SilentlyContinue +``` + +--- + +## Acceptance check (spec §9) + +After Task 4 commits, walk through the spec's acceptance criteria and confirm each one. This is a paper-walk, not a re-run — the steps above produce the conditions. + +- [ ] **A1: `[WB-DIAG]` reports non-zero `gpu_us` at radius=12.** + Verified in Task 1.9 (initial check) and Task 3.5-3.6 (full baseline run). Confirm by re-grepping `baseline-r12-stand.log`: + ```powershell + Select-String -Path baseline-r12-stand.log -Pattern "gpu_us=[1-9]" + ``` + Should return at least one line. + +- [ ] **A2: Vendor-neutral.** No `GL_*_NV` or `GL_*_AMD` or `GL_*_INTEL` extension references in the change. Re-grep: + ```powershell + Select-String -Path src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs -Pattern "NV_|AMD_|INTEL_|GL_NV|GL_AMD|GL_INTEL" + ``` + Expected: no matches in the new code (matches elsewhere in the file from unrelated existing code don't count). + +- [ ] **A3: Baseline doc has real numbers + conclusion.** + Open `docs/plans/2026-05-11-phase-n6-perf-baseline.md` and visually confirm no ``, ``, `TBD`, or empty conclusion section. + +- [ ] **A4: Roadmap split shipped.** + ```powershell + Select-String -Path docs/plans/2026-04-11-roadmap.md -Pattern "N\.6 slice" + ``` + Expected: two matches (slice 1 + slice 2 bullets). + +- [ ] **A5: `dotnet build` green, no new warnings.** + ```powershell + dotnet build + ``` + Expected: succeeds. Note any new warnings vs the build output before the slice started. + +- [ ] **A6: `dotnet test` green at baseline (~1688 passing, ~8 pre-existing failures).** + ```powershell + dotnet test --no-build + ``` + Expected: pass count unchanged from before the slice started; failure list unchanged. + +- [ ] **A7: No visible regression.** + Confirmed during Task 1.9 and Task 3 measurements — the user was in-world repeatedly and didn't observe any rendering issue. If anything looked off during measurement, file it as an issue and decide whether it blocks slice 1 acceptance. + +If any acceptance criterion fails, return to the relevant task and re-do it. Do not declare slice 1 complete with failing acceptance. + +--- + +## After slice 1 lands + +The baseline document's conclusion paragraph (§4) determines the next phase: + +- **If conclusion recommends C.1.5:** brainstorm C.1.5 spec next, using [docs/plans/2026-04-27-phase-c1-pes-particles.md:285-295](../../plans/2026-04-27-phase-c1-pes-particles.md) as the starting scope. +- **If conclusion recommends N.6 slice 2:** brainstorm slice 2 spec next, addressing legacy `TextureCache` cleanup + atlas + persistent-mapped buffers based on the histogram data. +- **If conclusion recommends Tier 2:** consult [docs/plans/2026-05-10-perf-tiers-2-3-roadmap.md](../../plans/2026-05-10-perf-tiers-2-3-roadmap.md) and brainstorm a Tier 2 spec. + +The choice is data-driven; the recommendation paragraph is the contract. Don't re-litigate the decision once the numbers are in.