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

@ -836,18 +836,6 @@ public sealed unsafe class EnvCellRenderer : IDisposable
/// </summary>
public void Render(WbRenderPass renderPass, HashSet<uint>? filter)
{
// THROWAWAY FPS apparatus (ACDREAM_FPS_PROF=1): glFinish-bracket this cell
// draw so the profiler can attribute its exact GPU cost. Serializes the
// pipeline (inflates frame time) but isolates cell-draw GPU at a held view.
System.Diagnostics.Stopwatch? _passSw = null;
if (AcDream.App.Rendering.FrameProfiler.PassGpuEnabled)
{
_gl.Finish();
_passSw = System.Diagnostics.Stopwatch.StartNew();
}
try
{
// WB EnvCellRenderManager.cs:400:
if (!_initialized || _shader is null || _shader.Program == 0) return;
@ -1042,15 +1030,6 @@ public sealed unsafe class EnvCellRenderer : IDisposable
System.Console.WriteLine(sb.ToString());
}
}
}
finally
{
if (_passSw is not null)
{
_gl.Finish();
AcDream.App.Rendering.FrameProfiler.AddRendererGpu("cells", _passSw.Elapsed.TotalMilliseconds);
}
}
}
/// <summary>