Five bite-sized tasks: FrameStatsBuffer (TDD), FrameProfEnabled flag + GpuFrameTimer TimeElapsed ring, FrameProfiler facade (TDD on the report formatter), GameWindow wiring (one boundary call + three stage scopes) with DebugPanel mirror, and the user-driven baseline capture that gates MP1. Records two spec deviations: GPU per-stage timestamps deferred (frame is CPU-bound at ~0.5ms GPU), and the toggle lives in RenderingDiagnostics per the diagnostic-owner rule, not RuntimeOptions. Encodes the discovered GL constraint: whole-frame TimeElapsed is mutually exclusive with ACDREAM_WB_DIAG per-pass queries. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
31 KiB
MP0 — Honest Frame Profiler + Baseline Capture Implementation Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Build the permanent frame profiler (CPU frame time, GPU frame time, per-stage CPU attribution, per-frame allocation) and capture the MP baseline report that gates the rest of the Modern Pipeline track.
Architecture: A pure, unit-testable stats core (FrameStatsBuffer) + a GL query wrapper (GpuFrameTimer) + a facade (FrameProfiler) wired into GameWindow at exactly one frame-boundary call plus three stage scopes. Toggle lives in RenderingDiagnostics (the established diagnostic-owner pattern), mirrored in the DebugPanel. Spec: docs/superpowers/specs/2026-07-05-modern-pipeline-design.md §5.
Tech Stack: .NET 10, Silk.NET OpenGL (QueryTarget.TimeElapsed ring, mirroring WbDrawDispatcher's existing idiom), xunit in tests/AcDream.App.Tests.
Spec deviations (recorded):
- Spec §5 lists per-stage GPU attribution via
glQueryCounter(GL_TIMESTAMP) markers. Deferred: the measured GPU total is ~0.5 ms (the frame is CPU-bound), so MP0 ships per-stage CPU attribution + whole-frame GPU only. GPU timestamps get added in the MP phase whose gate first needs GPU-side attribution (likely MP3). - The spec says "Toggles via
RuntimeOptions+ DebugPanel".RuntimeOptions' own doc comment says runtime diagnostic toggles belong in diagnostic owner classes, NOT RuntimeOptions (RuntimeOptions.cs:13-19). We follow the codebase rule: the flag goes inRenderingDiagnostics(env-seeded, runtime-toggleable). No RuntimeOptions change.
Hard GL constraint (discovered during planning): GL forbids two simultaneously active TimeElapsed queries. WbDrawDispatcher already brackets its opaque/transparent passes with TimeElapsed queries when ACDREAM_WB_DIAG=1 (WbDrawDispatcher.cs:1642). Therefore the profiler's whole-frame GPU query is disabled (with a one-time console notice) when ACDREAM_WB_DIAG=1. This is also the 2026-06-23 measurement lesson (separate flags for whole-frame vs per-pass) enforced in code.
Threading assumption: Silk.NET drives OnUpdate and OnRender on the same loop thread in this app. FrameProfiler captures the first caller's managed thread id and emits a one-time warning if any later call arrives on a different thread (guards the GC.GetAllocatedBytesForCurrentThread validity).
File map
| File | Action | Responsibility |
|---|---|---|
src/AcDream.App/Diagnostics/FrameStatsBuffer.cs |
Create | Pure ring-buffer stats: samples, percentiles, stage accumulators, report line. Zero GL, zero statics. |
src/AcDream.App/Diagnostics/GpuFrameTimer.cs |
Create | GL TimeElapsed query ring (depth 4, Begun flags per the #125 lesson). |
src/AcDream.App/Diagnostics/FrameProfiler.cs |
Create | Facade: frame boundary, stage scopes, GC counters, 5-second [frame-prof] report. |
src/AcDream.Core/Rendering/RenderingDiagnostics.cs |
Modify | Add FrameProfEnabled flag (env ACDREAM_FRAME_PROF). |
src/AcDream.App/Rendering/GameWindow.cs |
Modify | One field + one call at OnRender top (_wbMeshAdapter?.Tick() (_imguiBootstrap.Render() (OnUpdate top ( |
src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs |
Modify | FrameProf mirror property (copy the ProbeResolve pattern at :248). |
src/AcDream.UI.ImGui/ (renderer for DebugPanel) |
Modify | Checkbox for the mirror (locate via grep -rn "ProbeResolve" src/AcDream.UI.ImGui/). |
tests/AcDream.App.Tests/FrameStatsBufferTests.cs |
Create | Percentiles, ring wrap, stage reset, report format. |
docs/research/2026-07-XX-mp0-baseline.md |
Create (Task 5) | The baseline report — MP0's deliverable. |
Line numbers drift; match by the quoted anchor code, not the number.
Task 1: FrameStatsBuffer (pure stats core, TDD)
Files:
-
Create:
src/AcDream.App/Diagnostics/FrameStatsBuffer.cs -
Test:
tests/AcDream.App.Tests/FrameStatsBufferTests.cs -
Step 1: Write the failing tests
using AcDream.App.Diagnostics;
using Xunit;
namespace AcDream.App.Tests;
public class FrameStatsBufferTests
{
[Fact]
public void Percentiles_OnKnownDistribution_AreExact()
{
var buf = new FrameStatsBuffer(capacity: 100);
// 1..100 µs — p50 = 50, p95 = 95, p99 = 99, max = 100.
for (long i = 1; i <= 100; i++) buf.Push(i);
Assert.Equal(50, buf.Percentile(0.50));
Assert.Equal(95, buf.Percentile(0.95));
Assert.Equal(99, buf.Percentile(0.99));
Assert.Equal(100, buf.Max());
}
[Fact]
public void Push_PastCapacity_KeepsOnlyNewestWindow()
{
var buf = new FrameStatsBuffer(capacity: 4);
foreach (long v in new long[] { 1000, 1000, 1000, 1000, 1, 2, 3, 4 })
buf.Push(v);
// The four 1000s were overwritten; window is {1,2,3,4}.
Assert.Equal(4, buf.Count);
Assert.Equal(4, buf.Max());
Assert.Equal(2, buf.Percentile(0.50));
}
[Fact]
public void Percentile_Empty_ReturnsZero()
{
var buf = new FrameStatsBuffer(capacity: 8);
Assert.Equal(0, buf.Percentile(0.95));
Assert.Equal(0, buf.Max());
Assert.Equal(0, buf.Count);
}
[Fact]
public void Reset_ClearsWindow()
{
var buf = new FrameStatsBuffer(capacity: 8);
buf.Push(5); buf.Push(7);
buf.Reset();
Assert.Equal(0, buf.Count);
Assert.Equal(0, buf.Percentile(0.5));
}
}
- Step 2: Run tests to verify they fail
Run: dotnet test tests/AcDream.App.Tests --filter FrameStatsBufferTests -v minimal
Expected: FAIL — FrameStatsBuffer does not exist (compile error).
- Step 3: Implement FrameStatsBuffer
using System;
namespace AcDream.App.Diagnostics;
/// <summary>
/// MP0 (2026-07-05) — fixed-capacity ring buffer of long samples
/// (microseconds or bytes) with percentile/max over the current window.
/// Pure and allocation-free after construction: <see cref="Percentile"/>
/// sorts into a preallocated scratch array, so the 5-second report path
/// allocates nothing. Not thread-safe — owned by the window loop thread.
/// Spec: docs/superpowers/specs/2026-07-05-modern-pipeline-design.md §5.
/// </summary>
public sealed class FrameStatsBuffer
{
private readonly long[] _samples;
private readonly long[] _scratch;
private int _cursor;
private int _count;
public FrameStatsBuffer(int capacity)
{
if (capacity <= 0) throw new ArgumentOutOfRangeException(nameof(capacity));
_samples = new long[capacity];
_scratch = new long[capacity];
}
public int Count => _count;
public void Push(long value)
{
_samples[_cursor] = value;
_cursor = (_cursor + 1) % _samples.Length;
if (_count < _samples.Length) _count++;
}
public void Reset()
{
_cursor = 0;
_count = 0;
}
/// <summary>
/// Nearest-rank percentile over the current window: element at
/// ceil(q·n) in the ascending sort (1-based), 0 when empty.
/// </summary>
public long Percentile(double q)
{
if (_count == 0) return 0;
Array.Copy(_samples, _scratch, _count);
Array.Sort(_scratch, 0, _count);
int rank = (int)Math.Ceiling(q * _count); // 1-based nearest rank
if (rank < 1) rank = 1;
if (rank > _count) rank = _count;
return _scratch[rank - 1];
}
public long Max()
{
long max = 0;
for (int i = 0; i < _count; i++)
if (_samples[i] > max) max = _samples[i];
return max;
}
}
- Step 4: Run tests to verify they pass
Run: dotnet test tests/AcDream.App.Tests --filter FrameStatsBufferTests -v minimal
Expected: 4 passed.
- Step 5: Commit
git add src/AcDream.App/Diagnostics/FrameStatsBuffer.cs tests/AcDream.App.Tests/FrameStatsBufferTests.cs
git commit -m "feat(pipeline): MP0 - FrameStatsBuffer ring/percentile core"
Task 2: RenderingDiagnostics flag + GpuFrameTimer
Files:
-
Modify:
src/AcDream.Core/Rendering/RenderingDiagnostics.cs(append inside the class, before the closing brace) -
Create:
src/AcDream.App/Diagnostics/GpuFrameTimer.cs -
Step 1: Add the flag to RenderingDiagnostics
Append inside public static class RenderingDiagnostics (after ShouldRenderIndoor, before the final }):
/// <summary>
/// MP0 (2026-07-05) — master toggle for the permanent frame profiler
/// (<c>AcDream.App.Diagnostics.FrameProfiler</c>): CPU frame time
/// (swap-to-swap), whole-frame GPU time, per-stage CPU attribution,
/// per-frame allocation counters, reported as one <c>[frame-prof]</c>
/// line every ~5 s. Permanent apparatus (every MP-track gate reads it) —
/// do NOT strip with session probes. The whole-frame GPU query is
/// self-disabled while <c>ACDREAM_WB_DIAG=1</c> (GL forbids nested
/// TimeElapsed queries; WbDrawDispatcher owns per-pass queries under
/// that flag — the 2026-06-23 "separate flags" measurement lesson).
/// Initial state from <c>ACDREAM_FRAME_PROF=1</c>; runtime-toggleable
/// via the DebugPanel mirror (<c>DebugVM.FrameProf</c>).
/// Spec: docs/superpowers/specs/2026-07-05-modern-pipeline-design.md §5.
/// </summary>
public static bool FrameProfEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_FRAME_PROF") == "1";
- Step 2: Create GpuFrameTimer
using System;
using Silk.NET.OpenGL;
namespace AcDream.App.Diagnostics;
/// <summary>
/// MP0 (2026-07-05) — whole-frame GPU time via a ring of
/// <see cref="QueryTarget.TimeElapsed"/> queries (depth 4, so results are
/// read ~3 frames late and never stall). Mirrors WbDrawDispatcher's query
/// idiom including the #125 lesson: a glGenQueries name is not a query
/// OBJECT until first glBeginQuery, so never-begun slots are skipped via
/// the Begun flags.
///
/// <para>MUST NOT be active while ACDREAM_WB_DIAG=1: GL forbids two
/// simultaneously active TimeElapsed queries and WbDrawDispatcher brackets
/// its passes with them under that flag. The caller (FrameProfiler)
/// enforces the exclusion; this class just does the ring.</para>
/// </summary>
internal sealed class GpuFrameTimer : IDisposable
{
private const int RingDepth = 4;
private readonly GL _gl;
private readonly uint[] _queries = new uint[RingDepth];
private readonly bool[] _begun = new bool[RingDepth];
private int _frameIndex;
private bool _queryActive;
public GpuFrameTimer(GL gl)
{
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
for (int i = 0; i < RingDepth; i++)
_queries[i] = _gl.GenQuery();
}
/// <summary>
/// Call once per frame at the frame boundary. Ends the previous
/// frame's query, polls the oldest slot non-blocking, begins this
/// frame's query. Returns the completed GPU time in microseconds for
/// a ~RingDepth-frames-old frame, or null when no result is ready.
/// </summary>
public long? FrameBoundary()
{
if (_queryActive)
{
_gl.EndQuery(QueryTarget.TimeElapsed);
_queryActive = false;
}
long? completedUs = null;
int readSlot = _frameIndex % RingDepth; // about to be reused — oldest
if (_begun[readSlot])
{
_gl.GetQueryObject(_queries[readSlot], QueryObjectParameterName.ResultAvailable, out int avail);
if (avail != 0)
{
_gl.GetQueryObject(_queries[readSlot], QueryObjectParameterName.Result, out ulong ns);
completedUs = (long)(ns / 1000UL);
}
// Not available ⇒ sample silently dropped (same policy as
// WbDrawDispatcher) — percentiles tolerate missing samples.
}
_gl.BeginQuery(QueryTarget.TimeElapsed, _queries[readSlot]);
_begun[readSlot] = true;
_queryActive = true;
_frameIndex++;
return completedUs;
}
/// <summary>End any active query without beginning a new one (used when the profiler is toggled off mid-session).</summary>
public void Stop()
{
if (_queryActive)
{
_gl.EndQuery(QueryTarget.TimeElapsed);
_queryActive = false;
}
}
public void Dispose()
{
Stop();
for (int i = 0; i < RingDepth; i++)
_gl.DeleteQuery(_queries[i]);
}
}
Note: _gl.GenQuery() / _gl.DeleteQuery(uint) are the Silk.NET single-name helpers; if this overload doesn't resolve on the project's Silk.NET version, use the array forms exactly as WbDrawDispatcher does (grep -n "GenQueries" src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs) and copy that call shape.
- Step 3: Build
Run: dotnet build
Expected: green (no tests possible for the GL class headless; correctness rides on the copied WbDrawDispatcher idiom + Task 5's live run).
- Step 4: Commit
git add src/AcDream.Core/Rendering/RenderingDiagnostics.cs src/AcDream.App/Diagnostics/GpuFrameTimer.cs
git commit -m "feat(pipeline): MP0 - FrameProfEnabled flag + GPU TimeElapsed ring"
Task 3: FrameProfiler facade
Files:
-
Create:
src/AcDream.App/Diagnostics/FrameProfiler.cs -
Test:
tests/AcDream.App.Tests/FrameProfilerReportTests.cs -
Step 1: Write the failing test (report formatting is the testable part)
using AcDream.App.Diagnostics;
using Xunit;
namespace AcDream.App.Tests;
public class FrameProfilerReportTests
{
[Fact]
public void FormatReport_IsInvariantAndComplete()
{
var cpu = new FrameStatsBuffer(16);
var gpu = new FrameStatsBuffer(16);
var alloc = new FrameStatsBuffer(16);
var stages = new[] { new FrameStatsBuffer(16), new FrameStatsBuffer(16), new FrameStatsBuffer(16) };
for (long i = 1; i <= 10; i++)
{
cpu.Push(i * 1000); // 1..10 ms in µs
gpu.Push(i * 100);
alloc.Push(i * 1024); // bytes
stages[0].Push(i * 200);
stages[1].Push(i * 50);
stages[2].Push(i * 10);
}
string line = FrameProfiler.FormatReport(
frameCount: 10, cpu: cpu, gpu: gpu, gpuActive: true,
alloc: alloc, gc0: 3, gc1: 1, gc2: 0, stages: stages);
Assert.StartsWith("[frame-prof]", line);
Assert.Contains("n=10", line);
Assert.Contains("cpu_ms p50=5.0 p95=10.0 p99=10.0 max=10.0", line);
Assert.Contains("gpu_ms p50=0.5", line);
Assert.Contains("alloc_kb p50=5.0 max=10.0", line);
Assert.Contains("gc=3/1/0", line);
Assert.Contains("upd p50=1.0", line); // stage 0: 200µs·5 = 1.0 ms
Assert.DoesNotContain(",0", line.Replace("gc=3/1/0", "")); // no comma decimals (invariant culture)
}
[Fact]
public void FormatReport_GpuInactive_SaysWhy()
{
var empty = new FrameStatsBuffer(4);
string line = FrameProfiler.FormatReport(
frameCount: 0, cpu: empty, gpu: empty, gpuActive: false,
alloc: empty, gc0: 0, gc1: 0, gc2: 0,
stages: new[] { empty, empty, empty });
Assert.Contains("gpu=off(wbdiag)", line);
}
}
- Step 2: Run tests to verify they fail
Run: dotnet test tests/AcDream.App.Tests --filter FrameProfilerReportTests -v minimal
Expected: FAIL — FrameProfiler does not exist.
- Step 3: Implement FrameProfiler
using System;
using System.Diagnostics;
using System.Globalization;
using System.Text;
using AcDream.Core.Rendering;
using Silk.NET.OpenGL;
namespace AcDream.App.Diagnostics;
/// <summary>Stage indices for per-frame CPU attribution.</summary>
public enum FrameStage
{
/// <summary>Whole OnUpdate body (simulation + streaming apply).</summary>
Update = 0,
/// <summary>WbMeshAdapter.Tick — staged mesh/texture GPU upload drain.</summary>
Upload = 1,
/// <summary>ImGui Render (dev overlay).</summary>
ImGui = 2,
}
/// <summary>
/// MP0 (2026-07-05) — the permanent honest frame profiler. One
/// <c>FrameBoundary</c> call at the top of <c>GameWindow.OnRender</c>
/// measures CPU frame time as the delta between consecutive boundaries
/// (captures the FULL frame including present), brackets the frame in a
/// GPU <c>TimeElapsed</c> query (via <see cref="GpuFrameTimer"/>), and
/// samples per-frame allocated bytes + GC collection counts. Stage scopes
/// (<see cref="BeginStage"/>) attribute CPU time to Update / Upload /
/// ImGui. Emits one <c>[frame-prof]</c> line every ~5 s while
/// <see cref="RenderingDiagnostics.FrameProfEnabled"/> is true; costs one
/// bool check per frame when off.
///
/// <para>Permanent apparatus — every MP-track gate reads it; do not strip.
/// Whole-frame GPU timing self-disables under <c>ACDREAM_WB_DIAG=1</c>
/// (nested TimeElapsed is illegal GL; see GpuFrameTimer).</para>
/// Spec: docs/superpowers/specs/2026-07-05-modern-pipeline-design.md §5.
/// </summary>
public sealed class FrameProfiler : IDisposable
{
private const int WindowCapacity = 2048; // ~12 s at 165 fps
private const long ReportIntervalTicks = 5 * TimeSpan.TicksPerSecond;
private static readonly int StageCount = Enum.GetValues<FrameStage>().Length;
private readonly FrameStatsBuffer _cpuUs = new(WindowCapacity);
private readonly FrameStatsBuffer _gpuUs = new(WindowCapacity);
private readonly FrameStatsBuffer _allocBytes = new(WindowCapacity);
private readonly FrameStatsBuffer[] _stageUs;
private readonly long[] _stageAccumTicks;
private readonly bool _wbDiagActive =
Environment.GetEnvironmentVariable("ACDREAM_WB_DIAG") == "1";
private GpuFrameTimer? _gpuTimer;
private long _lastBoundaryTimestamp;
private long _lastAllocBytes;
private long _lastReportTicks;
private int _gc0Base, _gc1Base, _gc2Base;
private int _framesInWindow;
private int _ownerThreadId;
private bool _threadWarned;
private bool _wbDiagNoticePrinted;
private bool _wasEnabled;
public FrameProfiler()
{
_stageUs = new FrameStatsBuffer[StageCount];
for (int i = 0; i < StageCount; i++) _stageUs[i] = new FrameStatsBuffer(WindowCapacity);
_stageAccumTicks = new long[StageCount];
}
/// <summary>
/// Call as the FIRST statement of <c>GameWindow.OnRender</c>.
/// </summary>
public void FrameBoundary(GL gl)
{
bool enabled = RenderingDiagnostics.FrameProfEnabled;
if (!enabled)
{
if (_wasEnabled) { _gpuTimer?.Stop(); _wasEnabled = false; _lastBoundaryTimestamp = 0; }
return;
}
if (_ownerThreadId == 0) _ownerThreadId = Environment.CurrentManagedThreadId;
else if (!_threadWarned && _ownerThreadId != Environment.CurrentManagedThreadId)
{
_threadWarned = true;
Console.WriteLine("[frame-prof] WARNING: frame boundary crossed threads; alloc counter is per-thread and now unreliable");
}
long now = Stopwatch.GetTimestamp();
long allocNow = GC.GetAllocatedBytesForCurrentThread();
if (!_wasEnabled)
{
// First enabled frame (startup or runtime toggle-on): establish
// baselines, emit nothing.
_wasEnabled = true;
_lastReportTicks = DateTime.UtcNow.Ticks;
_gc0Base = GC.CollectionCount(0); _gc1Base = GC.CollectionCount(1); _gc2Base = GC.CollectionCount(2);
if (_gpuTimer is null && !_wbDiagActive) _gpuTimer = new GpuFrameTimer(gl);
if (_wbDiagActive && !_wbDiagNoticePrinted)
{
_wbDiagNoticePrinted = true;
Console.WriteLine("[frame-prof] GPU frame timing OFF: ACDREAM_WB_DIAG=1 owns TimeElapsed queries (nested queries are illegal GL)");
}
}
else
{
long cpuUs = (now - _lastBoundaryTimestamp) * 1_000_000L / Stopwatch.Frequency;
_cpuUs.Push(cpuUs);
_allocBytes.Push(allocNow - _lastAllocBytes);
for (int i = 0; i < StageCount; i++)
{
_stageUs[i].Push(_stageAccumTicks[i] * 1_000_000L / Stopwatch.Frequency);
_stageAccumTicks[i] = 0;
}
_framesInWindow++;
}
_lastBoundaryTimestamp = now;
_lastAllocBytes = allocNow;
if (_gpuTimer?.FrameBoundary() is long gpuUs)
_gpuUs.Push(gpuUs);
long nowTicks = DateTime.UtcNow.Ticks;
if (nowTicks - _lastReportTicks >= ReportIntervalTicks && _framesInWindow > 0)
{
int gc0 = GC.CollectionCount(0) - _gc0Base;
int gc1 = GC.CollectionCount(1) - _gc1Base;
int gc2 = GC.CollectionCount(2) - _gc2Base;
Console.WriteLine(FormatReport(_framesInWindow, _cpuUs, _gpuUs,
gpuActive: _gpuTimer is not null, _allocBytes, gc0, gc1, gc2, _stageUs));
_lastReportTicks = nowTicks;
_gc0Base += gc0; _gc1Base += gc1; _gc2Base += gc2;
_framesInWindow = 0;
_cpuUs.Reset(); _gpuUs.Reset(); _allocBytes.Reset();
for (int i = 0; i < StageCount; i++) _stageUs[i].Reset();
}
}
/// <summary>
/// Attribute the enclosed CPU time to <paramref name="stage"/>.
/// Usage: <c>using var _ = profiler.BeginStage(FrameStage.Update);</c>.
/// Zero-cost (default scope) when the profiler is off.
/// </summary>
public StageScope BeginStage(FrameStage stage)
=> RenderingDiagnostics.FrameProfEnabled
? new StageScope(this, stage, Stopwatch.GetTimestamp())
: default;
internal void EndStage(FrameStage stage, long startTimestamp)
=> _stageAccumTicks[(int)stage] += Stopwatch.GetTimestamp() - startTimestamp;
/// <summary>Pure report formatter — unit-tested; invariant culture.</summary>
public static string FormatReport(
int frameCount,
FrameStatsBuffer cpu, FrameStatsBuffer gpu, bool gpuActive,
FrameStatsBuffer alloc, int gc0, int gc1, int gc2,
FrameStatsBuffer[] stages)
{
var ci = CultureInfo.InvariantCulture;
var sb = new StringBuilder(256);
sb.Append("[frame-prof] n=").Append(frameCount);
sb.AppendFormat(ci, " | cpu_ms p50={0:0.0} p95={1:0.0} p99={2:0.0} max={3:0.0}",
cpu.Percentile(0.50) / 1000.0, cpu.Percentile(0.95) / 1000.0,
cpu.Percentile(0.99) / 1000.0, cpu.Max() / 1000.0);
if (gpuActive)
sb.AppendFormat(ci, " | gpu_ms p50={0:0.0} p95={1:0.0}",
gpu.Percentile(0.50) / 1000.0, gpu.Percentile(0.95) / 1000.0);
else
sb.Append(" | gpu=off(wbdiag)");
sb.AppendFormat(ci, " | alloc_kb p50={0:0.0} max={1:0.0} gc={2}/{3}/{4}",
alloc.Percentile(0.50) / 1024.0, alloc.Max() / 1024.0, gc0, gc1, gc2);
string[] names = { "upd", "upl", "imgui" };
for (int i = 0; i < stages.Length && i < names.Length; i++)
sb.AppendFormat(ci, " | {0} p50={1:0.0} p95={2:0.0}",
names[i], stages[i].Percentile(0.50) / 1000.0, stages[i].Percentile(0.95) / 1000.0);
return sb.ToString();
}
public void Dispose() => _gpuTimer?.Dispose();
}
/// <summary>Disposable stage scope; default instance is a no-op.</summary>
public readonly struct StageScope : IDisposable
{
private readonly FrameProfiler? _owner;
private readonly FrameStage _stage;
private readonly long _start;
internal StageScope(FrameProfiler owner, FrameStage stage, long start)
{
_owner = owner; _stage = stage; _start = start;
}
public void Dispose() => _owner?.EndStage(_stage, _start);
}
- Step 4: Run tests to verify they pass
Run: dotnet test tests/AcDream.App.Tests --filter FrameProfilerReportTests -v minimal
Expected: 2 passed. (If the ,0 invariant assertion trips on stage names, adjust only the assertion's exclusion — the formatter must keep CultureInfo.InvariantCulture everywhere.)
- Step 5: Commit
git add src/AcDream.App/Diagnostics/FrameProfiler.cs tests/AcDream.App.Tests/FrameProfilerReportTests.cs
git commit -m "feat(pipeline): MP0 - FrameProfiler facade (CPU/GPU/alloc/stages, 5s report)"
Task 4: GameWindow wiring + DebugPanel mirror
Files:
-
Modify:
src/AcDream.App/Rendering/GameWindow.cs -
Modify:
src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs -
Modify: the DebugPanel ImGui renderer (locate in step 4)
-
Step 1: Add the field and frame-boundary call
Near GameWindow's other diagnostic fields (search for _frameDiag field declaration to co-locate):
// MP0 (2026-07-05): permanent frame profiler — one FrameBoundary call
// per OnRender + three stage scopes. All logic lives in
// AcDream.App.Diagnostics.FrameProfiler (structure rule 1).
private readonly AcDream.App.Diagnostics.FrameProfiler _frameProfiler = new();
At the very top of OnRender (anchor: private void OnRender(double deltaSeconds) ~line 8756 — the call goes BEFORE the var kf = WorldTime.CurrentSky; line):
_frameProfiler.FrameBoundary(_gl!);
In Dispose/OnClosing teardown (anchor: where _wbMeshAdapter is disposed — profiler goes before _dats):
_frameProfiler.Dispose();
- Step 2: Add the three stage scopes
OnUpdate (anchor: private void OnUpdate(double dt) ~line 7952) — first statement of the body:
using var _updStage = _frameProfiler.BeginStage(AcDream.App.Diagnostics.FrameStage.Update);
Upload drain (anchor: _wbMeshAdapter?.Tick(); ~line 8813 — wrap it, keeping the existing [FRAME-DIAG] lines untouched):
using (var _uplStage = _frameProfiler.BeginStage(AcDream.App.Diagnostics.FrameStage.Upload))
{
_wbMeshAdapter?.Tick();
}
ImGui render (anchor: _imguiBootstrap.Render(); ~line 9821):
using (var _imguiStage = _frameProfiler.BeginStage(AcDream.App.Diagnostics.FrameStage.ImGui))
{
_imguiBootstrap.Render();
}
- Step 3: Add the DebugVM mirror
In src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs, after the ProbeResolve property (~line 252), following the same pattern:
/// <summary>
/// Runtime mirror of <c>RenderingDiagnostics.FrameProfEnabled</c>
/// (env var <c>ACDREAM_FRAME_PROF</c>). Toggling here starts/stops the
/// [frame-prof] 5-second report live — no relaunch required.
/// </summary>
public bool FrameProf
{
get => AcDream.Core.Rendering.RenderingDiagnostics.FrameProfEnabled;
set => AcDream.Core.Rendering.RenderingDiagnostics.FrameProfEnabled = value;
}
- Step 4: Add the DebugPanel checkbox
Locate the renderer: grep -rn "ProbeResolve" src/AcDream.UI.ImGui/ — expected: one hit in the DebugPanel renderer drawing a checkbox bound to vm.ProbeResolve. Add an identical checkbox line for vm.FrameProf labeled "Frame profiler ([frame-prof])" adjacent to it, copying the exact checkbox idiom used there.
- Step 5: Build + full test suite
Run: dotnet build
Expected: green.
Run: dotnet test
Expected: all green (no existing test touches these paths).
- Step 6: Commit
git add src/AcDream.App/Rendering/GameWindow.cs src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs src/AcDream.UI.ImGui/
git commit -m "feat(pipeline): MP0 - wire FrameProfiler into GameWindow + DebugPanel toggle"
Task 5: Baseline capture (user-driven; MP0's deliverable + gate)
Files:
-
Create:
docs/research/2026-07-XX-mp0-baseline.md(use the actual capture date) -
Step 1: Confirm Release build is green
Run: dotnet build -c Release
Expected: green. Never launch on a red build.
- Step 2: Launch with the profiler on (user drives)
$env:ACDREAM_DAT_DIR="$env:USERPROFILE\Documents\Asheron's Call"; $env:ACDREAM_LIVE="1"
$env:ACDREAM_TEST_HOST="127.0.0.1"; $env:ACDREAM_TEST_PORT="9000"
$env:ACDREAM_TEST_USER="testaccount"; $env:ACDREAM_TEST_PASS="testpassword"
$env:ACDREAM_FRAME_PROF="1" # NOT ACDREAM_WB_DIAG — mutually exclusive GPU timing
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Release 2>&1 | Tee-Object -FilePath "mp0-baseline.log"
Launch in the background (run_in_background: true); the user manages the client lifecycle per CLAUDE.md. Ask the user to run this route, pausing ~30 s (≥5 report lines) in each state:
- Dense town, standing still, facing the dense view (Holtburg center; Fort Tethana/Arwic if reachable).
- Dense town, panning the camera continuously.
- Walking a full town traversal (streaming active).
- 2–3 portal hops (the hitch scenario).
- A dungeon interior walk.
- Step 3: Extract the numbers
Run: Select-String -Path mp0-baseline.log -Pattern "\[frame-prof\]"
Expected: one line per 5 s. Map line timestamps/order to the route states (the user says when each state started; correlate by order).
- Step 4: Write the baseline report
Create docs/research/2026-07-XX-mp0-baseline.md containing, per route state: cpu_ms p50/p95/p99/max, gpu_ms p50/p95, alloc_kb p50/max, gc counts, stage split (upd/upl/imgui p50/p95) — plus:
-
The attribution verdict: where do the ~6 dense-town CPU ms actually go (update vs upload vs imgui vs unattributed-render)? Does it confirm the spec §1 split (render-submission dominant)?
-
The gate decision (spec §5): if attribution confirms the assumed split → proceed to MP1 planning unchanged. If it contradicts (e.g. Update dominates) → amend the spec's phase order BEFORE MP1, in the same session, and say so in this doc.
-
The hitch profile: worst max/p99 during portal hops and traversal — this is MP1's "before" number.
-
Step 5: Commit + update the spec status
Mark the spec's MP0 row as baseline-captured (one-line edit in docs/superpowers/specs/2026-07-05-modern-pipeline-design.md §5 gate line: append "— PASSED , see baseline doc").
git add docs/research/2026-07-XX-mp0-baseline.md docs/superpowers/specs/2026-07-05-modern-pipeline-design.md
git commit -m "docs(pipeline): MP0 baseline captured - attribution verdict + gate decision"
Post-plan notes for the executor
- Do not strip
[frame-prof]in future probe-cleanup commits — it is permanent apparatus (the flag doc comment says so; so does spec §5). - The existing
[FRAME-DIAG]/[WB-DIAG]apparatus is untouched by this plan — the distance-degrade handoff still owns its strip decision. - The roadmap "Modern Pipeline side track" section + milestones-doc freeze-exception paragraph (spec §12) should be added in the same commit as Task 5's baseline doc if not already present.