chore(diag): FPS_PROF=2 clean split + [CPU-PHASE] DrawInside timers [throwaway]

Decouple the whole-frame TimeElapsed query from the per-pass glFinish so the
CPU-vs-GPU split is honest: ACDREAM_FPS_PROF=2 runs the frame query with NO
per-pass glFinish (PassGpuEnabled stays "1"-gated). Plus [CPU-PHASE] timers
around each DrawInside phase (flood/assemble/prepare/partition/landscape/
portalmask/shells/cellobjects/dynamics) — the CPU analog of [PASS-GPU].

This is what proved the dense town is ~96% CPU-bound (GPU=0.5ms) and that the
cost is per-cell draw submission (cellobjects ~3.5ms), not the portal floods /
punch-seal / clip allocs the static analysis had guessed. Throwaway; strip with
the rest of the FPS apparatus (plan Task 5).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-23 20:41:45 +02:00
parent 1473e4dbf9
commit fe1f81371a
3 changed files with 57 additions and 2 deletions

View file

@ -82,6 +82,22 @@ internal sealed class FrameProfiler
} }
} }
// 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> /// <summary>Call at the very top of OnUpdate. Stamps the start of the update phase.</summary>
public void MarkUpdateStart() => _updateStartMs = _clock.Elapsed.TotalMilliseconds; public void MarkUpdateStart() => _updateStartMs = _clock.Elapsed.TotalMilliseconds;
@ -177,6 +193,18 @@ internal sealed class FrameProfiler
_rendererGpu.Clear(); _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) private static (double p50, double p95, double min, double max) Stats(double[] src, int n)

View file

@ -62,11 +62,17 @@ 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, ACDREAM_FPS_PROF=1): // THROWAWAY FPS-investigation apparatus (2026-06-23):
// frame-level CPU/GPU/wall profiler to find the dense-town bottleneck. See // frame-level CPU/GPU/wall profiler to find the dense-town bottleneck. See
// FrameProfiler. Lazy-constructed on first OnRender once _gl is live. // 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 = private readonly bool _fpsProf =
string.Equals(Environment.GetEnvironmentVariable("ACDREAM_FPS_PROF"), "1", StringComparison.Ordinal); Environment.GetEnvironmentVariable("ACDREAM_FPS_PROF") is "1" or "2";
private FrameProfiler? _frameProfiler; private FrameProfiler? _frameProfiler;
private int _msaaSamples; private int _msaaSamples;

View file

@ -65,6 +65,18 @@ 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();
void Phase(string n)
{
if (FrameProfiler.CpuPhaseEnabled)
FrameProfiler.AddCpuPhase(n, System.Diagnostics.Stopwatch.GetElapsedTime(_ts).TotalMilliseconds);
_ts = System.Diagnostics.Stopwatch.GetTimestamp();
}
var pvFrame = PortalVisibilityBuilder.Build( var pvFrame = PortalVisibilityBuilder.Build(
ctx.RootCell, ctx.RootCell,
ctx.ViewerEyePos, ctx.ViewerEyePos,
@ -101,9 +113,11 @@ 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,
@ -136,6 +150,7 @@ 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
@ -189,12 +204,18 @@ 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;
} }