chore: strip throwaway dense-town FPS profiling apparatus (plan Task 5)
The FPS deep-dive landed (dense Arwic 75 -> ~165 fps via the cell-object batching + cell-particle consolidation, both already committed). Remove the throwaway diagnostic apparatus now that it has served its purpose: - delete FrameProfiler.cs (whole-frame TimeElapsed + [PASS-GPU] glFinish + [CPU-PHASE]/[GPU-PHASE] timers + the =1/=2 ACDREAM_FPS_PROF modes) - GameWindow: _fpsProf/_frameProfiler/_msaaSamples fields, the BeginFrame/ EndFrame/MarkUpdateStart hooks, the terrain glFinish, and the landscape sub-phase LsMark instrumentation - RetailPViewRenderer: the DrawInside per-phase Phase()/MarkGpu markers - ParticleRenderer / PortalDepthMaskRenderer / EnvCellRenderer: the per-pass glFinish brackets - delete DegradeCoverageProbeTests.cs (the dead distance-degrade probe) KEPT (the real fixes): RetailPViewRenderer cell-object batching + consolidated cell-particle pass; EnvCellRenderer.CellHasTransparent. Build + full test suite green (468 App incl. pview replay tests; 1566 Core; 317 Net; 425 UI). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -123,11 +123,6 @@ public sealed unsafe class ParticleRenderer : IDisposable
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ParticleRenderPass renderPass = ParticleRenderPass.Scene,
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Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter = null)
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{
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// THROWAWAY FPS apparatus: glFinish-bracket particle GPU (ACDREAM_FPS_PROF).
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System.Diagnostics.Stopwatch? _pSw = null;
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if (AcDream.App.Rendering.FrameProfiler.PassGpuEnabled) { _gl.Finish(); _pSw = System.Diagnostics.Stopwatch.StartNew(); }
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try
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{
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if (particles is null || camera is null)
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return;
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@ -173,15 +168,6 @@ public sealed unsafe class ParticleRenderer : IDisposable
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_gl.BindVertexArray(0);
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_gl.DepthMask(true);
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_gl.Disable(EnableCap.Blend);
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}
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finally
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{
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if (_pSw is not null)
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{
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_gl.Finish();
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AcDream.App.Rendering.FrameProfiler.AddRendererGpu("particles", _pSw.Elapsed.TotalMilliseconds);
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}
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}
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}
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private List<ParticleDraw> BuildDrawList(
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