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>
This commit is contained in:
Erik 2026-06-24 00:10:00 +02:00
parent 9f51a4db18
commit a9d06a613a
7 changed files with 0 additions and 569 deletions

View file

@ -65,20 +65,6 @@ public sealed class RetailPViewRenderer
{
ArgumentNullException.ThrowIfNull(ctx);
// THROWAWAY CPU sub-phase timing (ACDREAM_FPS_PROF=2 clean-split): attribute
// which CPU phase of DrawInside eats the dense-town frame. Strip with the FPS
// apparatus (plan Task 5). Zero-alloc: GetTimestamp/GetElapsedTime + a direct-
// call local fn (struct closure over _ts, never a delegate).
long _ts = System.Diagnostics.Stopwatch.GetTimestamp();
FrameProfiler.MarkGpu("_start"); // GPU timestamp baseline (=2; CPU-only phases diff ~0)
void Phase(string n)
{
if (FrameProfiler.CpuPhaseEnabled)
FrameProfiler.AddCpuPhase(n, System.Diagnostics.Stopwatch.GetElapsedTime(_ts).TotalMilliseconds);
FrameProfiler.MarkGpu(n);
_ts = System.Diagnostics.Stopwatch.GetTimestamp();
}
var pvFrame = PortalVisibilityBuilder.Build(
ctx.RootCell,
ctx.ViewerEyePos,
@ -115,11 +101,9 @@ public sealed class RetailPViewRenderer
&& ctx.NearbyBuildingCells is not null
&& pvFrame.OutsideView.Polygons.Count > 0)
BuildInteriorRootLookIns(ctx, pvFrame);
Phase("flood");
var clipAssembly = ClipFrameAssembler.Assemble(_clipFrame, pvFrame);
UploadClipFrame(ctx.SetTerrainClipUbo);
Phase("assemble");
// R1: draw EVERY visible cell (retail cell_draw_list), not only the cells the
// assembler handed a clip-slot. This feeds the Prepare filter + entity partition,
@ -152,7 +136,6 @@ public sealed class RetailPViewRenderer
centerLbX: ctx.RenderCenterLbX,
centerLbY: ctx.RenderCenterLbY,
renderRadius: ctx.RenderRadius);
Phase("prepare");
var partition = InteriorEntityPartition.Partition(prepareCells, ctx.LandblockEntries);
var result = new RetailPViewFrameResult
@ -206,18 +189,12 @@ public sealed class RetailPViewRenderer
}
}
Phase("partition");
DrawLandscapeThroughOutsideView(ctx, clipAssembly, partition, viewcone);
Phase("landscape");
UseIndoorMembershipOnlyRouting();
DrawExitPortalMasks(ctx, pvFrame, clipAssembly, drawableCells);
Phase("portalmask");
DrawEnvCellShells(pvFrame);
Phase("shells");
DrawCellObjectLists(ctx, pvFrame, clipAssembly, drawableCells, partition, viewcone);
Phase("cellobjects");
DrawDynamicsLast(ctx, partition, viewcone, ctx.RootCell.IsOutdoorNode);
Phase("dynamics");
return result;
}