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

@ -1,219 +0,0 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
/// <summary>
/// THROWAWAY perf apparatus (2026-06-23) for the dense-town FPS investigation.
/// Gated on <c>ACDREAM_FPS_PROF=1</c>. Answers the first fork — is the frame
/// CPU-render-bound, GPU-bound, or wait/vsync-bound — by measuring three numbers
/// per frame and printing their distribution every ~1 s:
///
/// <list type="bullet">
/// <item><b>wall</b>: the real frame period the user sees (Silk's inter-frame
/// delta). 1000/wall = the title-bar FPS.</item>
/// <item><b>cpuRender</b>: wall-clock CPU time spent inside <c>OnRender</c>
/// (the render-thread submission cost — walk, group-build, draw issue).</item>
/// <item><b>gpu</b>: GPU time for the whole frame's GL work, via a
/// <c>TimeElapsed</c> query bracketing the frame (ring of 3 for async readback,
/// mirroring WbDrawDispatcher's #125-safe pattern).</item>
/// </list>
///
/// Interpretation: gpu≈wall ⇒ GPU-bound (then break down by pass); cpuRender≈wall
/// &amp; gpu≪ ⇒ CPU-render-bound (draw-call submission / batching / the walk);
/// wall≫both ⇒ wait/vsync-bound (the 60→30 quantization cliff — confirm via the
/// printed vsync state). Also prints live vsync + MSAA sample count.
///
/// Do NOT run alongside <c>ACDREAM_WB_DIAG=1</c>: WB-DIAG opens its own per-pass
/// <c>TimeElapsed</c> queries and GL forbids nesting them inside this frame query.
/// </summary>
internal sealed class FrameProfiler
{
private const int RingDepth = 3;
private const int SampleCap = 512;
private readonly GL _gl;
private readonly uint[] _gpuQuery = new uint[RingDepth];
private readonly bool[] _begun = new bool[RingDepth];
private bool _queriesInit;
private int _frame;
private readonly Stopwatch _cpuSw = new();
// Free-running clock to measure the OnUpdate→OnRender gap robustly (no
// EndUpdate hook needed → survives any early-return in OnUpdate).
private readonly Stopwatch _clock = Stopwatch.StartNew();
private double _updateStartMs;
private double _lastUpdateMs;
private readonly double[] _wallMs = new double[SampleCap];
private readonly double[] _cpuMs = new double[SampleCap];
private readonly double[] _gpuMs = new double[SampleCap];
private readonly double[] _updMs = new double[SampleCap];
private readonly double[] _presMs = new double[SampleCap];
private int _count;
private double _lastGpuMs; // carried forward when a slot isn't ready yet
private double _accumSeconds;
private int _flushFrames = 1;
private const double FlushSeconds = 1.0;
private bool _vsync;
private int _msaa;
public FrameProfiler(GL gl) => _gl = gl ?? throw new ArgumentNullException(nameof(gl));
// THROWAWAY per-renderer GPU attribution (glFinish-bracketed, set true by
// ACDREAM_FPS_PROF=1). Renderers drain+time their own draw and report here;
// glFinish serializes CPU/GPU so the FRAME time inflates, but each renderer's
// GPU cost is exact while the view is held still. Read+cleared each Flush.
internal static readonly bool PassGpuEnabled =
string.Equals(Environment.GetEnvironmentVariable("ACDREAM_FPS_PROF"), "1", StringComparison.Ordinal);
private static readonly Dictionary<string, (double sum, int n)> _rendererGpu = new();
private static readonly object _rgLock = new();
internal static void AddRendererGpu(string name, double ms)
{
lock (_rgLock)
{
var cur = _rendererGpu.TryGetValue(name, out var v) ? v : (sum: 0.0, n: 0);
_rendererGpu[name] = (cur.sum + ms, cur.n + 1);
}
}
// THROWAWAY per-frame CPU sub-phase timing for DrawInside. Gated on
// ACDREAM_FPS_PROF in {1,2}; run under =2 (no glFinish) so the DRAW phases
// measure pure CPU submission cost, not GPU. Read+cleared each Flush.
internal static readonly bool CpuPhaseEnabled =
Environment.GetEnvironmentVariable("ACDREAM_FPS_PROF") is "1" or "2";
private static readonly Dictionary<string, (double sum, int n)> _cpuPhase = new();
private static readonly object _cpLock = new();
internal static void AddCpuPhase(string name, double ms)
{
lock (_cpLock)
{
var cur = _cpuPhase.TryGetValue(name, out var v) ? v : (sum: 0.0, n: 0);
_cpuPhase[name] = (cur.sum + ms, cur.n + 1);
}
}
/// <summary>Call at the very top of OnUpdate. Stamps the start of the update phase.</summary>
public void MarkUpdateStart() => _updateStartMs = _clock.Elapsed.TotalMilliseconds;
/// <summary>Call at the very top of OnRender, before any GL work.</summary>
public void BeginFrame()
{
if (!_queriesInit)
{
for (int i = 0; i < RingDepth; i++) _gpuQuery[i] = _gl.GenQuery();
_queriesInit = true;
}
// OnUpdate ran immediately before this; its duration ≈ render-start update-start.
double nowMs = _clock.Elapsed.TotalMilliseconds;
_lastUpdateMs = _updateStartMs > 0 ? nowMs - _updateStartMs : 0;
_cpuSw.Restart();
int slot = _frame % RingDepth;
_gl.BeginQuery(QueryTarget.TimeElapsed, _gpuQuery[slot]);
_begun[slot] = true;
}
/// <summary>Call at the very end of OnRender, after all GL work (incl. ImGui).</summary>
public void EndFrame(double wallMs, bool vsync, int msaa, double deltaSeconds)
{
_gl.EndQuery(QueryTarget.TimeElapsed);
_cpuSw.Stop();
double cpuMs = _cpuSw.Elapsed.TotalMilliseconds;
_vsync = vsync;
_msaa = msaa;
// Read the oldest ring slot (written RingDepth-1 frames ago, now ready).
int readSlot = (_frame + 1) % RingDepth;
if (_begun[readSlot])
{
_gl.GetQueryObject(_gpuQuery[readSlot], QueryObjectParameterName.ResultAvailable, out int avail);
if (avail != 0)
{
_gl.GetQueryObject(_gpuQuery[readSlot], QueryObjectParameterName.Result, out ulong ns);
_lastGpuMs = ns / 1_000_000.0;
}
}
// Present/swap/GPU-tail wait = whatever the frame period isn't update or render CPU.
double presentMs = Math.Max(0.0, wallMs - _lastUpdateMs - cpuMs);
if (_count < SampleCap)
{
_wallMs[_count] = wallMs;
_cpuMs[_count] = cpuMs;
_gpuMs[_count] = _lastGpuMs;
_updMs[_count] = _lastUpdateMs;
_presMs[_count] = presentMs;
_count++;
}
_frame++;
_accumSeconds += deltaSeconds;
if (_accumSeconds >= FlushSeconds)
{
Flush();
_accumSeconds = 0;
_count = 0;
}
}
private void Flush()
{
if (_count == 0) return;
_flushFrames = _count;
var (wP50, wP95, wMin, wMax) = Stats(_wallMs, _count);
var (cP50, cP95, _, cMax) = Stats(_cpuMs, _count);
var (gP50, gP95, _, gMax) = Stats(_gpuMs, _count);
var (uP50, uP95, _, uMax) = Stats(_updMs, _count);
var (pP50, pP95, _, pMax) = Stats(_presMs, _count);
double fpsP50 = wP50 > 0 ? 1000.0 / wP50 : 0;
double fpsLow = wMax > 0 ? 1000.0 / wMax : 0; // worst frame → lowest fps
Console.WriteLine(
$"[FPS-PROF] n={_count} vsync={(_vsync ? "ON" : "off")} msaa={_msaa}x | "
+ $"wall={wP50:F1}/{wP95:F1}/{wMin:F1}/{wMax:F1} ms (fps {fpsP50:F0} p50, {fpsLow:F0} low)\n"
+ $" update={uP50:F1}/{uP95:F1} ms (max {uMax:F1}) | "
+ $"cpuRender={cP50:F1}/{cP95:F1} ms (max {cMax:F1}) | "
+ $"present(wait)={pP50:F1}/{pP95:F1} ms (max {pMax:F1}) | "
+ $"gpu={gP50:F1}/{gP95:F1} ms (max {gMax:F1})");
lock (_rgLock)
{
if (_rendererGpu.Count > 0)
{
var parts = _rendererGpu
.OrderByDescending(kv => kv.Value.sum)
.Select(kv => $"{kv.Key}={kv.Value.sum / Math.Max(1, _flushFrames):F2}ms/frame (calls/frame={kv.Value.n / (double)Math.Max(1, _flushFrames):F1})");
Console.WriteLine("[PASS-GPU] (glFinish, frame time inflated) " + string.Join(" ", parts));
_rendererGpu.Clear();
}
}
lock (_cpLock)
{
if (_cpuPhase.Count > 0)
{
var parts = _cpuPhase
.OrderByDescending(kv => kv.Value.sum)
.Select(kv => $"{kv.Key}={kv.Value.sum / Math.Max(1, _flushFrames):F2}ms/frame (calls/frame={kv.Value.n / (double)Math.Max(1, _flushFrames):F1})");
Console.WriteLine("[CPU-PHASE] (DrawInside CPU ms/frame; =2 no-glFinish) " + string.Join(" ", parts));
_cpuPhase.Clear();
}
}
}
private static (double p50, double p95, double min, double max) Stats(double[] src, int n)
{
var buf = new double[n];
Array.Copy(src, buf, n);
Array.Sort(buf);
double p50 = buf[(int)(n * 0.50)];
double p95 = buf[Math.Min(n - 1, (int)(n * 0.95))];
return (p50, p95, buf[0], buf[n - 1]);
}
}

View file

@ -62,20 +62,6 @@ public sealed class GameWindow : IDisposable
private double _lastFps = 60.0; private double _lastFps = 60.0;
private double _lastFrameMs = 16.7; private double _lastFrameMs = 16.7;
// THROWAWAY FPS-investigation apparatus (2026-06-23):
// frame-level CPU/GPU/wall profiler to find the dense-town bottleneck. See
// FrameProfiler. Lazy-constructed on first OnRender once _gl is live.
// ACDREAM_FPS_PROF=1 — whole-frame query + per-pass glFinish brackets
// ([PASS-GPU]); the glFinish SERIALIZES the pipe so cpuRender/gpu/wall
// collapse together — relative per-pass attribution only.
// ACDREAM_FPS_PROF=2 — whole-frame TimeElapsed query ONLY, NO per-pass
// glFinish (PassGpuEnabled stays "1"-gated). This is the honest CPU-vs-GPU
// split: gpu≈wall+present>0 ⇒ GPU-bound; cpuRender≈wall+present≈0 ⇒ CPU-bound.
private readonly bool _fpsProf =
Environment.GetEnvironmentVariable("ACDREAM_FPS_PROF") is "1" or "2";
private FrameProfiler? _frameProfiler;
private int _msaaSamples;
// Phase I.2: per-frame counters surfaced through the ImGui DebugPanel // Phase I.2: per-frame counters surfaced through the ImGui DebugPanel
// VM closures. Computed once per render pass alongside the frustum // VM closures. Computed once per render pass alongside the frustum
// walk + nearest-object scan; the VM closures just read the cached // walk + nearest-object scan; the VM closures just read the cached
@ -990,8 +976,6 @@ public sealed class GameWindow : IDisposable
var startupDisplay = startupStore.LoadDisplay(); var startupDisplay = startupStore.LoadDisplay();
var startupBase = AcDream.UI.Abstractions.Settings.QualitySettings.From(startupDisplay.Quality); var startupBase = AcDream.UI.Abstractions.Settings.QualitySettings.From(startupDisplay.Quality);
var startupQuality = AcDream.UI.Abstractions.Settings.QualitySettings.WithEnvOverrides(startupBase); var startupQuality = AcDream.UI.Abstractions.Settings.QualitySettings.WithEnvOverrides(startupBase);
_msaaSamples = startupQuality.MsaaSamples; // ACDREAM_FPS_PROF apparatus
var options = WindowOptions.Default with var options = WindowOptions.Default with
{ {
Size = new Vector2D<int>(1280, 720), Size = new Vector2D<int>(1280, 720),
@ -7628,11 +7612,6 @@ public sealed class GameWindow : IDisposable
private void OnUpdate(double dt) private void OnUpdate(double dt)
{ {
// THROWAWAY FPS apparatus (ACDREAM_FPS_PROF=1): stamp the start of the
// update phase so the profiler can split frame time into update vs render
// vs present. Robust to early-returns below (no matching EndUpdate needed).
if (_fpsProf) _frameProfiler?.MarkUpdateStart();
// [FRAME-DIAG]: applies run later this frame inside _streamingController.Tick; // [FRAME-DIAG]: applies run later this frame inside _streamingController.Tick;
// flush the PREVIOUS OnUpdate's accumulated apply cost here (a clean per-frame // flush the PREVIOUS OnUpdate's accumulated apply cost here (a clean per-frame
// boundary, independent of where in OnUpdate the applies landed) and reset. // boundary, independent of where in OnUpdate the applies landed) and reset.
@ -8367,14 +8346,6 @@ public sealed class GameWindow : IDisposable
private void OnRender(double deltaSeconds) private void OnRender(double deltaSeconds)
{ {
// THROWAWAY FPS apparatus (ACDREAM_FPS_PROF=1): bracket the whole frame's
// CPU (this method) + GPU (TimeElapsed query) work. Begin before any GL.
if (_fpsProf && _gl is not null)
{
_frameProfiler ??= new FrameProfiler(_gl);
_frameProfiler.BeginFrame();
}
// Phase G.1: set the clear color from the current sky's fog // Phase G.1: set the clear color from the current sky's fog
// tint so the horizon band continues naturally past the // tint so the horizon band continues naturally past the
// rendered geometry. Fog blends to this color at max distance // rendered geometry. Fog blends to this color at max distance
@ -9427,11 +9398,6 @@ public sealed class GameWindow : IDisposable
_imguiBootstrap.Render(); _imguiBootstrap.Render();
} }
// THROWAWAY FPS apparatus (ACDREAM_FPS_PROF=1): close the frame's CPU+GPU
// brackets after ALL GL work (incl. ImGui). wall = the real frame period.
if (_fpsProf && _frameProfiler is not null)
_frameProfiler.EndFrame(deltaSeconds * 1000.0, _window!.VSync, _msaaSamples, deltaSeconds);
// Update the window title with performance stats every ~0.5s. // Update the window title with performance stats every ~0.5s.
_perfAccum += deltaSeconds; _perfAccum += deltaSeconds;
_perfFrameCount++; _perfFrameCount++;
@ -10798,15 +10764,9 @@ public sealed class GameWindow : IDisposable
AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene); AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene);
EnableClipDistances(); EnableClipDistances();
// THROWAWAY FPS apparatus: glFinish-bracket the PER-SLICE terrain draw so
// [PASS-GPU] reports terrain ms/frame + calls/frame (= slice count). This
// is the suspected multiplier: terrain is redrawn fully once per slice.
System.Diagnostics.Stopwatch? _terrGpuSw = null;
if (FrameProfiler.PassGpuEnabled) { _gl!.Finish(); _terrGpuSw = System.Diagnostics.Stopwatch.StartNew(); }
_terrainCpuStopwatch.Restart(); _terrainCpuStopwatch.Restart();
_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb); _terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
_terrainCpuStopwatch.Stop(); _terrainCpuStopwatch.Stop();
if (_terrGpuSw is not null) { _gl!.Finish(); FrameProfiler.AddRendererGpu("terrain", _terrGpuSw.Elapsed.TotalMilliseconds); }
_terrainCpuSamples[_terrainCpuSampleCursor] = _terrainCpuSamples[_terrainCpuSampleCursor] =
(long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds * 100.0); (long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds * 100.0);
_terrainCpuSampleCursor = (_terrainCpuSampleCursor + 1) % _terrainCpuSamples.Length; _terrainCpuSampleCursor = (_terrainCpuSampleCursor + 1) % _terrainCpuSamples.Length;

View file

@ -123,11 +123,6 @@ public sealed unsafe class ParticleRenderer : IDisposable
ParticleRenderPass renderPass = ParticleRenderPass.Scene, ParticleRenderPass renderPass = ParticleRenderPass.Scene,
Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter = null) Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter = null)
{ {
// THROWAWAY FPS apparatus: glFinish-bracket particle GPU (ACDREAM_FPS_PROF).
System.Diagnostics.Stopwatch? _pSw = null;
if (AcDream.App.Rendering.FrameProfiler.PassGpuEnabled) { _gl.Finish(); _pSw = System.Diagnostics.Stopwatch.StartNew(); }
try
{
if (particles is null || camera is null) if (particles is null || camera is null)
return; return;
@ -173,15 +168,6 @@ public sealed unsafe class ParticleRenderer : IDisposable
_gl.BindVertexArray(0); _gl.BindVertexArray(0);
_gl.DepthMask(true); _gl.DepthMask(true);
_gl.Disable(EnableCap.Blend); _gl.Disable(EnableCap.Blend);
}
finally
{
if (_pSw is not null)
{
_gl.Finish();
AcDream.App.Rendering.FrameProfiler.AddRendererGpu("particles", _pSw.Elapsed.TotalMilliseconds);
}
}
} }
private List<ParticleDraw> BuildDrawList( private List<ParticleDraw> BuildDrawList(

View file

@ -208,12 +208,6 @@ void main() { } // depth-only: color writes are masked off by the caller state
ReadOnlySpan<Vector4> planes, ReadOnlySpan<Vector4> planes,
bool forceFarZ) bool forceFarZ)
{ {
// THROWAWAY FPS apparatus: glFinish-bracket each punch/seal fan (accumulated
// into "punchseal") under ACDREAM_FPS_PROF.
System.Diagnostics.Stopwatch? _fSw = null;
if (AcDream.App.Rendering.FrameProfiler.PassGpuEnabled) { _gl.Finish(); _fSw = System.Diagnostics.Stopwatch.StartNew(); }
try
{
if (worldVerts.Length < 3) if (worldVerts.Length < 3)
return; return;
int n = Math.Min(worldVerts.Length, MaxFanVerts); int n = Math.Min(worldVerts.Length, MaxFanVerts);
@ -311,15 +305,6 @@ void main() { } // depth-only: color writes are masked off by the caller state
_gl.CullFace(TriangleFace.Back); _gl.CullFace(TriangleFace.Back);
_gl.FrontFace(FrontFaceDirection.CW); _gl.FrontFace(FrontFaceDirection.CW);
_gl.UseProgram(0); _gl.UseProgram(0);
}
finally
{
if (_fSw is not null)
{
_gl.Finish();
AcDream.App.Rendering.FrameProfiler.AddRendererGpu("punchseal", _fSw.Elapsed.TotalMilliseconds);
}
}
} }
public void Dispose() public void Dispose()

View file

@ -65,20 +65,6 @@ public sealed class RetailPViewRenderer
{ {
ArgumentNullException.ThrowIfNull(ctx); 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( var pvFrame = PortalVisibilityBuilder.Build(
ctx.RootCell, ctx.RootCell,
ctx.ViewerEyePos, ctx.ViewerEyePos,
@ -115,11 +101,9 @@ public sealed class RetailPViewRenderer
&& ctx.NearbyBuildingCells is not null && ctx.NearbyBuildingCells is not null
&& pvFrame.OutsideView.Polygons.Count > 0) && pvFrame.OutsideView.Polygons.Count > 0)
BuildInteriorRootLookIns(ctx, pvFrame); BuildInteriorRootLookIns(ctx, pvFrame);
Phase("flood");
var clipAssembly = ClipFrameAssembler.Assemble(_clipFrame, pvFrame); var clipAssembly = ClipFrameAssembler.Assemble(_clipFrame, pvFrame);
UploadClipFrame(ctx.SetTerrainClipUbo); UploadClipFrame(ctx.SetTerrainClipUbo);
Phase("assemble");
// R1: draw EVERY visible cell (retail cell_draw_list), not only the cells the // 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, // assembler handed a clip-slot. This feeds the Prepare filter + entity partition,
@ -152,7 +136,6 @@ public sealed class RetailPViewRenderer
centerLbX: ctx.RenderCenterLbX, centerLbX: ctx.RenderCenterLbX,
centerLbY: ctx.RenderCenterLbY, centerLbY: ctx.RenderCenterLbY,
renderRadius: ctx.RenderRadius); renderRadius: ctx.RenderRadius);
Phase("prepare");
var partition = InteriorEntityPartition.Partition(prepareCells, ctx.LandblockEntries); var partition = InteriorEntityPartition.Partition(prepareCells, ctx.LandblockEntries);
var result = new RetailPViewFrameResult var result = new RetailPViewFrameResult
@ -206,18 +189,12 @@ public sealed class RetailPViewRenderer
} }
} }
Phase("partition");
DrawLandscapeThroughOutsideView(ctx, clipAssembly, partition, viewcone); DrawLandscapeThroughOutsideView(ctx, clipAssembly, partition, viewcone);
Phase("landscape");
UseIndoorMembershipOnlyRouting(); UseIndoorMembershipOnlyRouting();
DrawExitPortalMasks(ctx, pvFrame, clipAssembly, drawableCells); DrawExitPortalMasks(ctx, pvFrame, clipAssembly, drawableCells);
Phase("portalmask");
DrawEnvCellShells(pvFrame); DrawEnvCellShells(pvFrame);
Phase("shells");
DrawCellObjectLists(ctx, pvFrame, clipAssembly, drawableCells, partition, viewcone); DrawCellObjectLists(ctx, pvFrame, clipAssembly, drawableCells, partition, viewcone);
Phase("cellobjects");
DrawDynamicsLast(ctx, partition, viewcone, ctx.RootCell.IsOutdoorNode); DrawDynamicsLast(ctx, partition, viewcone, ctx.RootCell.IsOutdoorNode);
Phase("dynamics");
return result; return result;
} }

View file

@ -836,18 +836,6 @@ public sealed unsafe class EnvCellRenderer : IDisposable
/// </summary> /// </summary>
public void Render(WbRenderPass renderPass, HashSet<uint>? filter) 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: // WB EnvCellRenderManager.cs:400:
if (!_initialized || _shader is null || _shader.Program == 0) return; if (!_initialized || _shader is null || _shader.Program == 0) return;
@ -1042,15 +1030,6 @@ public sealed unsafe class EnvCellRenderer : IDisposable
System.Console.WriteLine(sb.ToString()); System.Console.WriteLine(sb.ToString());
} }
} }
}
finally
{
if (_passSw is not null)
{
_gl.Finish();
AcDream.App.Rendering.FrameProfiler.AddRendererGpu("cells", _passSw.Elapsed.TotalMilliseconds);
}
}
} }
/// <summary> /// <summary>

View file

@ -1,237 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using AcDream.Core.World;
using DatReaderWriter;
using DatReaderWriter.Options;
using DatReaderWriter.Enums;
using DatGfxObj = DatReaderWriter.DBObjs.GfxObj;
using DatGfxObjDegradeInfo = DatReaderWriter.DBObjs.GfxObjDegradeInfo;
using DatSetup = DatReaderWriter.DBObjs.Setup;
using DatRegion = DatReaderWriter.DBObjs.Region;
using DatLandBlock = DatReaderWriter.DBObjs.LandBlock;
using DatLandBlockInfo = DatReaderWriter.DBObjs.LandBlockInfo;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.Core.Tests.Conformance;
/// <summary>
/// DISTANCE-DEGRADE design probe (2026-06-23, throwaway). Answers the single
/// load-bearing question for the FPS distance-degrade port: do the GfxObjs that
/// a dense town actually DRAWS (procedural scenery + placed stabs) even carry a
/// <c>DIDDegrade</c> table, and if so, at what distance does retail HIDE them
/// (last non-zero slot's <c>MaxDist</c>, since past that the table degrades to
/// gfxobj id 0)? This decides whether the recommended "hide-only" phase 1 is the
/// real FPS win for scenery or a no-op. Output-only — no assertions. Delete after
/// the design lands. Run with the real client dats present (ACDREAM_DAT_DIR).
/// </summary>
public sealed class DegradeCoverageProbeTests
{
private readonly ITestOutputHelper _out;
public DegradeCoverageProbeTests(ITestOutputHelper output) => _out = output;
private const uint RegionDatId = 0x13000000u;
private const float Inf = float.PositiveInfinity;
// Per-GfxObj degrade summary.
private readonly record struct GfxDeg(bool HasTable, bool DegradesToHidden, float HideDist, int NumSlots, float Slot0Max);
[Fact]
public void Probe_DenseTown_Holtburg_DegradeCoverage()
{
var datDir = ConformanceDats.ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var region = dats.Get<DatRegion>(RegionDatId);
if (region is null) { _out.WriteLine("SKIP: Region 0x13000000 missing"); return; }
// 3x3 landblock neighbourhood centred on Holtburg 0xA9B4 — approximates the
// scenery volume that gets drawn when facing the town.
byte[] xs = { 0xA8, 0xA9, 0xAA };
byte[] ys = { 0xB3, 0xB4, 0xB5 };
// GfxObj-level degrade cache.
var gfxCache = new Dictionary<uint, GfxDeg>();
GfxDeg DegOf(uint gfxId)
{
if (gfxCache.TryGetValue(gfxId, out var c)) return c;
var g = dats.Get<DatGfxObj>(gfxId);
GfxDeg r;
if (g is null || !g.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) || g.DIDDegrade == 0)
r = new GfxDeg(false, false, Inf, 0, Inf);
else
{
var info = dats.Get<DatGfxObjDegradeInfo>(g.DIDDegrade);
if (info is null || info.Degrades.Count == 0)
r = new GfxDeg(false, false, Inf, 0, Inf);
else
{
int n = info.Degrades.Count;
int hideSlot = -1;
for (int i = 0; i < n; i++)
if ((uint)info.Degrades[i].Id == 0u) { hideSlot = i; break; }
float slot0Max = info.Degrades[0].MaxDist;
if (hideSlot < 0)
r = new GfxDeg(true, false, Inf, n, slot0Max); // LOD-only, never hides
else if (hideSlot == 0)
r = new GfxDeg(true, true, 0f, n, slot0Max); // editor-only marker
else
r = new GfxDeg(true, true, info.Degrades[hideSlot - 1].MaxDist, n, slot0Max);
}
}
gfxCache[gfxId] = r;
return r;
}
// Resolve an object id (Setup 0x02 or GfxObj 0x01) to its part GfxObj ids.
var partsCache = new Dictionary<uint, List<uint>>();
List<uint> PartsOf(uint objId)
{
if (partsCache.TryGetValue(objId, out var c)) return c;
var list = new List<uint>();
if ((objId >> 24) == 0x02u)
{
var s = dats.Get<DatSetup>(objId);
if (s is not null) foreach (var p in s.Parts) list.Add((uint)p);
}
else if ((objId >> 24) == 0x01u)
list.Add(objId);
partsCache[objId] = list;
return list;
}
// Per-entity (object) hide distance = MAX over parts' hide dist (entity is
// fully hidden only when EVERY part has degraded to nothing). A part with no
// table / no hidden slot contributes +inf → entity never fully hides.
var entityHideCache = new Dictionary<uint, (float hideDist, bool anyTable)>();
(float hideDist, bool anyTable) EntityHide(uint objId)
{
if (entityHideCache.TryGetValue(objId, out var c)) return c;
var parts = PartsOf(objId);
float maxHide = 0f; bool anyTable = false; bool sawNonHiding = false;
if (parts.Count == 0) { var e0 = (Inf, false); entityHideCache[objId] = e0; return e0; }
foreach (var pid in parts)
{
var d = DegOf(pid);
if (d.HasTable) anyTable = true;
if (d.DegradesToHidden) maxHide = MathF.Max(maxHide, d.HideDist);
else sawNonHiding = true;
}
float hide = sawNonHiding ? Inf : maxHide;
var e = (hide, anyTable);
entityHideCache[objId] = e;
return e;
}
// Tally scenery placements (weighted by count) + stabs.
var sceneryCount = new Dictionary<uint, int>();
var stabCount = new Dictionary<uint, int>();
int lbWithTerrain = 0;
foreach (var x in xs)
foreach (var y in ys)
{
uint lbId = ((uint)x << 24) | ((uint)y << 16);
var block = dats.Get<DatLandBlock>(lbId | 0xFFFFu);
if (block is null || block.Terrain is null || block.Terrain.Length == 0) continue;
lbWithTerrain++;
var spawns = SceneryGenerator.Generate(dats, region, block, lbId);
foreach (var sp in spawns)
sceneryCount[sp.ObjectId] = sceneryCount.GetValueOrDefault(sp.ObjectId) + 1;
var info = dats.Get<DatLandBlockInfo>(lbId | 0xFFFEu);
if (info?.Objects is not null)
foreach (var stab in info.Objects)
stabCount[stab.Id] = stabCount.GetValueOrDefault(stab.Id) + 1;
}
_out.WriteLine($"=== Dense-town degrade coverage (3x3 around Holtburg 0xA9B4, {lbWithTerrain}/9 lb w/ terrain) ===");
Summarize("PROCEDURAL SCENERY (the bulk)", sceneryCount, EntityHide);
Summarize("PLACED STABS (LandBlockInfo.Objects)", stabCount, EntityHide);
// GfxObj-level coverage across every unique part seen.
var allObjIds = sceneryCount.Keys.Concat(stabCount.Keys).Distinct();
var allGfx = allObjIds.SelectMany(PartsOf).Distinct().ToList();
int gfxWithTable = allGfx.Count(g => DegOf(g).HasTable);
int gfxHides = allGfx.Count(g => DegOf(g).DegradesToHidden);
_out.WriteLine($"\n[GfxObj-level] unique part GfxObjs={allGfx.Count} withDegradeTable={gfxWithTable} ({Pct(gfxWithTable, allGfx.Count)}) degradesToHidden={gfxHides} ({Pct(gfxHides, allGfx.Count)})");
// Sample the top scenery objects with their tables.
_out.WriteLine("\n[Top scenery objects by placement count]");
foreach (var kv in sceneryCount.OrderByDescending(k => k.Value).Take(20))
{
var (hide, anyTable) = EntityHide(kv.Key);
string hideStr = float.IsPositiveInfinity(hide) ? "NEVER" : $"{hide:F0}m";
var parts = PartsOf(kv.Key);
string slots = parts.Count > 0
? string.Join(",", parts.Take(3).Select(p => { var d = DegOf(p); return d.HasTable ? $"{d.NumSlots}sl/hide={(float.IsPositiveInfinity(d.HideDist) ? "inf" : d.HideDist.ToString("F0"))}" : "noTable"; }))
: "(unresolved)";
_out.WriteLine($" 0x{kv.Key:X8} x{kv.Value,-5} parts={parts.Count} hideDist={hideStr,-7} [{slots}]");
}
// LOD ladder with poly counts for the top 6 scenery objects: quantifies the
// per-slot triangle savings (the LOD-degrade win) and at what distances the
// swaps land.
int PolyCount(uint gfxId)
{
var g = dats.Get<DatGfxObj>(gfxId);
return g?.Polygons?.Count ?? -1;
}
_out.WriteLine("\n[LOD ladder — top scenery objects, per part: slot=(Id polys min/ideal/max mode)]");
foreach (var kv in sceneryCount.OrderByDescending(k => k.Value).Take(6))
{
_out.WriteLine($" OBJ 0x{kv.Key:X8} (x{kv.Value}):");
foreach (var pid in PartsOf(kv.Key).Distinct())
{
var g = dats.Get<DatGfxObj>(pid);
int basePolys = g?.Polygons?.Count ?? -1;
if (g is null || !g.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) || g.DIDDegrade == 0)
{ _out.WriteLine($" part 0x{pid:X8} polys={basePolys} : NO TABLE (always full detail)"); continue; }
var info = dats.Get<DatGfxObjDegradeInfo>(g.DIDDegrade);
if (info is null || info.Degrades.Count == 0)
{ _out.WriteLine($" part 0x{pid:X8} polys={basePolys} : empty table"); continue; }
var ladder = string.Join(" ", info.Degrades.Select((d, i) =>
{
uint sid = (uint)d.Id;
int p = sid == 0 ? 0 : PolyCount(sid);
return $"[{i}]={(sid == 0 ? "HIDE" : $"0x{sid:X8}/{p}p")} {d.MinDist:F0}/{d.IdealDist:F0}/{d.MaxDist:F0} m{d.DegradeMode}";
}));
_out.WriteLine($" part 0x{pid:X8} base{basePolys}p : {ladder}");
}
}
}
private void Summarize(string label, Dictionary<uint, int> counts, Func<uint, (float hideDist, bool anyTable)> entityHide)
{
int total = counts.Values.Sum();
if (total == 0) { _out.WriteLine($"\n[{label}] no placements"); return; }
int placementsWithTable = 0, placementsHide = 0;
var hideBuckets = new int[] { 0, 0, 0, 0, 0, 0 }; // <25, <50, <75, <100, <150, >=150
int hideTotalPlacements = 0;
foreach (var (id, cnt) in counts)
{
var (hide, anyTable) = entityHide(id);
if (anyTable) placementsWithTable += cnt;
if (!float.IsPositiveInfinity(hide))
{
placementsHide += cnt;
hideTotalPlacements += cnt;
int b = hide < 25 ? 0 : hide < 50 ? 1 : hide < 75 ? 2 : hide < 100 ? 3 : hide < 150 ? 4 : 5;
hideBuckets[b] += cnt;
}
}
_out.WriteLine($"\n[{label}] uniqueObjs={counts.Count} totalPlacements={total}");
_out.WriteLine($" placements whose obj has a degrade table : {placementsWithTable} ({Pct(placementsWithTable, total)})");
_out.WriteLine($" placements that HIDE at finite distance : {placementsHide} ({Pct(placementsHide, total)})");
if (hideTotalPlacements > 0)
_out.WriteLine($" hide-distance histogram (placements): <25m={hideBuckets[0]} <50m={hideBuckets[1]} <75m={hideBuckets[2]} <100m={hideBuckets[3]} <150m={hideBuckets[4]} >=150m={hideBuckets[5]}");
}
private static string Pct(int n, int d) => d == 0 ? "n/a" : $"{100.0 * n / d:F1}%";
}