GameWindow gets one field (_frameProfiler), one FrameBoundary() call at
the top of OnRender, three stage scopes (Update in OnUpdate, Upload
around _wbMeshAdapter?.Tick(), ImGui around _imguiBootstrap.Render()),
and one Dispose() call in teardown before _dats?.Dispose() releases the
GpuFrameTimer query ring. No new feature bodies land in GameWindow.cs —
all profiler logic lives in AcDream.App.Diagnostics.
DebugVM.FrameProf mirrors RenderingDiagnostics.FrameProfEnabled so the
DebugPanel checkbox ("Frame profiler ([frame-prof])") toggles the 5s
report live. Note: the checkbox lives in
AcDream.UI.Abstractions/Panels/Debug/DebugPanel.cs (IPanelRenderer,
backend-agnostic) alongside the other Diagnostics-section checkboxes —
not in AcDream.UI.ImGui, which holds no panel-drawing code per Code
Structure Rule 3.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>