ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic 1804 vars into 126 states, 64 into lets; 23498 edits in 460 files Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
381 lines
18 KiB
Text
381 lines
18 KiB
Text
# ============================================================================
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# prof.ludic — per-pass GPU timing (R3D_PROF=1).
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#
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# Wall-clock timing of this renderer is useless at pass granularity: run-to-run
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# variance on a laptop GPU is ±15%, which is larger than most passes. GL_TIME_ELAPSED
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# queries measure what the GPU actually spent inside each pass, and averaging a few
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# hundred frames inside ONE run cancels the run-to-run noise entirely.
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#
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# Each slot owns a small ring of query objects. A query is read back only after
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# enough frames have passed that its result is certainly available, so profiling
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# never introduces the very stall it is trying to measure.
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# ============================================================================
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const PROF_SLOTS: int = 16
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const PROF_RING: int = 4 # frames of latency before a result is read
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function prof_init(render3d_st: mut Render3dState) -> void {
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render3d_st.prof_on = r3d_env_has(render3d_st, "R3D_PROF")
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if not render3d_st.prof_on { return }
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render3d_st.prof_names = new []pointer
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render3d_st.prof_ns = new []long
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render3d_st.prof_hits = new []long
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render3d_st.prof_ids = words(PROF_SLOTS * PROF_RING)
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render3d_st.prof_scratch = words(4)
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gpu_query_new(render3d_st, PROF_SLOTS * PROF_RING, render3d_st.prof_ids)
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render3d_st.prof_n = 0
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render3d_st.prof_frame = 0
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render3d_st.prof_active = -1
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}
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# the slot index for `name`, registering it on first sight (order = frame order)
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function prof_slot(render3d_st: mut Render3dState, name: pointer) -> int {
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var i = 0
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while i < render3d_st.prof_n {
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if render3d_st.prof_names[i] == name { return i }
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i += 1
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}
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if render3d_st.prof_n >= PROF_SLOTS { return -1 }
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push(render3d_st.prof_names, name)
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push(render3d_st.prof_ns, 0)
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push(render3d_st.prof_hits, 0)
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render3d_st.prof_n += 1
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return render3d_st.prof_n - 1
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}
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function prof_begin(render3d_st: mut Render3dState, name: pointer) -> void {
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ds_set_pass(render3d_st, name)
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if not render3d_st.prof_on { return }
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if render3d_st.prof_active >= 0 { return } # GL_TIME_ELAPSED queries cannot nest
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let s = prof_slot(render3d_st, name)
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if s < 0 { return }
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render3d_st.prof_active = s
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gpu_query_begin(render3d_st, render3d_st.prof_ids[s * PROF_RING + (render3d_st.prof_frame % PROF_RING)])
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}
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function prof_end(render3d_st: mut Render3dState) -> void {
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ds_set_pass(render3d_st, render3d_st.ds_outside)
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if not render3d_st.prof_on { return }
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if render3d_st.prof_active < 0 { return }
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gpu_query_end(render3d_st)
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render3d_st.prof_active = -1
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}
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# Collect the queries issued PROF_RING-1 frames ago — long finished, so no stall.
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function prof_collect(render3d_st: mut Render3dState) -> void {
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if not render3d_st.prof_on { return }
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render3d_st.prof_frame += 1
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if render3d_st.prof_frame < PROF_RING { return }
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let slot_frame = (render3d_st.prof_frame + 1) % PROF_RING
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var s = 0
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while s < render3d_st.prof_n {
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let q = render3d_st.prof_ids[s * PROF_RING + slot_frame]
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if gpu_query_result(render3d_st, q, render3d_st.prof_scratch) {
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# the low 32 bits are ample: a pass is far below 4 seconds
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render3d_st.prof_ns[s] = render3d_st.prof_ns[s] + render3d_st.prof_scratch[0]
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render3d_st.prof_hits[s] = render3d_st.prof_hits[s] + 1
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}
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s += 1
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}
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}
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function prof_report(render3d_st: Render3dState) -> void {
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if not render3d_st.prof_on { return }
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print("")
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print("GPU time per pass (mean over the run):")
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var total = 0
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var s = 0
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while s < render3d_st.prof_n {
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if render3d_st.prof_hits[s] > 0 { total = total + render3d_st.prof_ns[s] / render3d_st.prof_hits[s] }
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s += 1
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}
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s = 0
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while s < render3d_st.prof_n {
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if render3d_st.prof_hits[s] > 0 {
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let us = render3d_st.prof_ns[s] / render3d_st.prof_hits[s] / 1000
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var pct = 0
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if total > 0 { pct = (render3d_st.prof_ns[s] / render3d_st.prof_hits[s]) * 100 / total }
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print(` {Text.pad_right(render3d_st.prof_names[s], 22)} {Text.pad_left(string(us), 7)} us {string(pct)}%`)
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}
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s += 1
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}
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print(` {Text.pad_right("TOTAL", 22)} {Text.pad_left(string(total / 1000), 7)} us`)
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}
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# ---- streaming work per frame (R3D_PROF=1) ----------------------------------
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# Stutter while walking is not visible in an average: the cover for a newly entered
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# chunk is generated in whichever frame the camera crosses a 32 m cell, so one frame
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# in fifty does all the work. `Time.delta` here is a fixed 60 Hz timestep and there is
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# no finer wall clock in the runtime, so measure the WORK instead — instances generated
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# per frame is exactly what the hitch is made of, and it needs no clock at all.
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function prof_gen_add(render3d_st: mut Render3dState, n: int) -> void {
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if not render3d_st.prof_on { return }
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render3d_st.prof_gen_cur += n
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}
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# Per-chunk generation, so a hitch can be pinned on a stream and a band rather than on
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# "streaming". One chunk is generated atomically, so the worst chunk is the worst frame.
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# CPU work that only happens on some frames — which is what a hitch is made of.
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# Where a frame's time went at the coarsest useful split: work this process did, and
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# time spent waiting for the GPU to finish it. Headless drains the GPU inside swap, so
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# the two are cleanly separable there.
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function prof_before_swap(render3d_st: mut Render3dState) -> void { if render3d_st.prof_on { render3d_st.prof_pre_swap = gl_now_us() } }
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# The single most expensive CPU phase of each frame, and what it was. A hitch is one
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# phase running long on one frame, so recording the worst one per frame is enough to
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# name it without keeping a timeline.
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function prof_mark_start(render3d_st: mut Render3dState) -> void { if render3d_st.prof_on { render3d_st.prof_mark_last = gl_now_us(); render3d_st.prof_mark_best = 0; render3d_st.prof_mark_name = null } }
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# ... and every phase's share of the average frame, past the first eight frames (loading, first fills)
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function prof_cpu_mark(render3d_st: mut Render3dState, name: pointer) -> void {
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if not render3d_st.prof_on { return }
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let now = gl_now_us()
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let d = now - render3d_st.prof_mark_last
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render3d_st.prof_mark_last = now
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if d > render3d_st.prof_mark_best { render3d_st.prof_mark_best = d; render3d_st.prof_mark_name = name }
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var k = -1
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var i = 0
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while i < render3d_st.prof_mk_n { if render3d_st.prof_mk_names[i] == name { k = i }; i += 1 }
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if k < 0 {
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if render3d_st.prof_mk_names == null { render3d_st.prof_mk_names = new []pointer; render3d_st.prof_mk_us = new []long }
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push(render3d_st.prof_mk_names, name); push(render3d_st.prof_mk_us, 0)
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render3d_st.prof_mk_n += 1
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k = render3d_st.prof_mk_n - 1
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}
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if render3d_st.prof_gen != null and len(render3d_st.prof_gen) > 8 { render3d_st.prof_mk_us[k] = render3d_st.prof_mk_us[k] + d }
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}
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# the game's own per-frame work, kept apart from the renderer's
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function prof_game_add(render3d_st: mut Render3dState, us: long) -> void { if render3d_st.prof_on { render3d_st.prof_game_us_cur = render3d_st.prof_game_us_cur + us } }
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function prof_layer_add(render3d_st: mut Render3dState, us: long, bytes: long) -> void {
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if not render3d_st.prof_on { return }
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render3d_st.prof_layer_us_cur = render3d_st.prof_layer_us_cur + us
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render3d_st.prof_up_cur = render3d_st.prof_up_cur + bytes
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}
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function prof_bake_add(render3d_st: mut Render3dState, us: long) -> void { if render3d_st.prof_on { render3d_st.prof_bake_us_cur = render3d_st.prof_bake_us_cur + us } }
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function prof_chunk(render3d_st: mut Render3dState, kind: int, band: int, count: int, us: long) -> void {
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if not render3d_st.prof_on { return }
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if render3d_st.prof_chunk_us == null {
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render3d_st.prof_chunk_us = new []long; render3d_st.prof_chunk_kind = new []int
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render3d_st.prof_chunk_band = new []int; render3d_st.prof_chunk_n = new []int
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}
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push(render3d_st.prof_chunk_us, us); push(render3d_st.prof_chunk_kind, kind)
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push(render3d_st.prof_chunk_band, band); push(render3d_st.prof_chunk_n, count)
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render3d_st.prof_gen_us_cur += us
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}
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function prof_chunk_report(render3d_st: Render3dState) -> void {
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if not render3d_st.prof_on or render3d_st.prof_chunk_us == null { return }
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print("")
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print("chunk generation (one chunk is atomic, so the worst chunk is the worst frame):")
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# totals per (kind, band)
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var kinds = new []int
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var bands = new []int
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var tot = new []long
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var cnt = new []int
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var mx = new []long
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var i = 0
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while i < len(render3d_st.prof_chunk_us) {
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var f = -1
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var j = 0
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while j < len(kinds) { if kinds[j] == render3d_st.prof_chunk_kind[i] and bands[j] == render3d_st.prof_chunk_band[i] { f = j }; j += 1 }
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if f < 0 {
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push(kinds, render3d_st.prof_chunk_kind[i]); push(bands, render3d_st.prof_chunk_band[i])
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push(tot, 0); push(cnt, 0); push(mx, 0)
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f = len(kinds) - 1
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}
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tot[f] = tot[f] + render3d_st.prof_chunk_us[i]
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cnt[f] = cnt[f] + 1
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if render3d_st.prof_chunk_us[i] > mx[f] { mx[f] = render3d_st.prof_chunk_us[i] }
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i += 1
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}
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var k = 0
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while k < len(kinds) {
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print(` kind {string(kinds[k])} band {string(bands[k])}: {string(cnt[k])} chunks, mean {string(tot[k] / cnt[k])} us, worst {string(mx[k])} us, total {string(tot[k] / 1000)} ms`)
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k += 1
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}
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# the per-frame distribution of generation time: this is the hitch itself
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if render3d_st.prof_gen_us == null or len(render3d_st.prof_gen_us) < 16 { return }
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let sorted = new []long
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var a = 8
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while a < len(render3d_st.prof_gen_us) { push(sorted, render3d_st.prof_gen_us[a]); a += 1 }
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var x = 1
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while x < len(sorted) {
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let v = sorted[x]
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var y = x - 1
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while y >= 0 and sorted[y] > v { sorted[y + 1] = sorted[y]; y -= 1 }
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sorted[y + 1] = v
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x += 1
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}
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let n = len(sorted)
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var busy = 0
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var t: long = 0
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var z = 0
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while z < n { if sorted[z] > 0 { busy += 1 }; t += sorted[z]; z += 1 }
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print(` generation per frame (us): p95 {string(sorted[(n * 95) / 100])} p99 {string(sorted[(n * 99) / 100])} worst {string(sorted[n - 1])} frames that generated: {string(busy)} of {string(n)} total {string(t / 1000)} ms`)
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}
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function prof_gen_frame(render3d_st: mut Render3dState) -> void {
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ds_frame(render3d_st)
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if not render3d_st.prof_on { return }
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if render3d_st.prof_gen == null {
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render3d_st.prof_gen = new []int; render3d_st.prof_ft = new []long
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render3d_st.prof_gen_us = new []long; render3d_st.prof_layer_us = new []long
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render3d_st.prof_bake_us = new []long; render3d_st.prof_dt = new []long; render3d_st.prof_up = new []long
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render3d_st.prof_cpu_us = new []long; render3d_st.prof_game_us = new []long
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render3d_st.prof_mark_us = new []long; render3d_st.prof_mark_who = new []pointer
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}
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push(render3d_st.prof_gen, render3d_st.prof_gen_cur)
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render3d_st.prof_gen_cur = 0
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let now = gl_now_us()
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var dtf: long = 0
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if render3d_st.prof_last_us != 0 { push(render3d_st.prof_ft, now - render3d_st.prof_last_us); dtf = now - render3d_st.prof_last_us }
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render3d_st.prof_last_us = now
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# everything the frame just ended spent on work it only does sometimes
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push(render3d_st.prof_dt, dtf)
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push(render3d_st.prof_gen_us, render3d_st.prof_gen_us_cur)
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push(render3d_st.prof_layer_us, render3d_st.prof_layer_us_cur)
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push(render3d_st.prof_bake_us, render3d_st.prof_bake_us_cur)
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push(render3d_st.prof_up, render3d_st.prof_up_cur)
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var cpu: long = 0
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if render3d_st.prof_pre_swap != 0 and dtf != 0 { cpu = render3d_st.prof_pre_swap - (now - dtf) }
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push(render3d_st.prof_cpu_us, cpu)
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push(render3d_st.prof_game_us, render3d_st.prof_game_us_cur)
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if len(render3d_st.prof_gen) > 9 and dtf != 0 {
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render3d_st.prof_sum_dt = render3d_st.prof_sum_dt + dtf; render3d_st.prof_sum_cpu = render3d_st.prof_sum_cpu + cpu; render3d_st.prof_sum_game = render3d_st.prof_sum_game + render3d_st.prof_game_us_cur
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render3d_st.prof_sum_n += 1
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}
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push(render3d_st.prof_mark_us, render3d_st.prof_mark_best)
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if render3d_st.prof_mark_name == null { push(render3d_st.prof_mark_who, "-") } else { push(render3d_st.prof_mark_who, render3d_st.prof_mark_name) }
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render3d_st.prof_gen_us_cur = 0; render3d_st.prof_layer_us_cur = 0; render3d_st.prof_bake_us_cur = 0; render3d_st.prof_up_cur = 0; render3d_st.prof_game_us_cur = 0
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}
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# the distribution of REAL frame times: stutter lives in the tail, not the mean
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function prof_ft_report(render3d_st: Render3dState) -> void {
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if not render3d_st.prof_on { return }
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if render3d_st.prof_ft == null or len(render3d_st.prof_ft) < 16 { return }
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let sorted = new []long
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var i = 8
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while i < len(render3d_st.prof_ft) { push(sorted, render3d_st.prof_ft[i]); i += 1 }
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var a = 1
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while a < len(sorted) {
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let v = sorted[a]
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var b = a - 1
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while b >= 0 and sorted[b] > v { sorted[b + 1] = sorted[b]; b -= 1 }
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sorted[b + 1] = v
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a += 1
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}
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let n = len(sorted)
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let med = sorted[n / 2]
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var over = 0
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var j = 0
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while j < n { if sorted[j] > med * 2 { over += 1 }; j += 1 }
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print("")
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print("REAL frame time (us):")
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print(` median {string(med)} p95 {string(sorted[(n * 95) / 100])} p99 {string(sorted[(n * 99) / 100])} worst {string(sorted[n - 1])}`)
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# A hitch is not the mean moving: it is the count of frames that took noticeably
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# longer than the frame before them. 1.3x median is about where it stops being smooth.
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var o13 = 0
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var o15 = 0
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var q = 0
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while q < n {
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if sorted[q] * 10 > med * 13 { o13 += 1 }
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if sorted[q] * 2 > med * 3 { o15 += 1 }
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q += 1
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}
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# How much time the run spent being slower than itself: the sum of every frame's
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# excess over 1.2x the median. One number that goes down when hitching goes down, and
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# that a handful of unlucky frames cannot dominate the way a maximum can.
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var excess: long = 0
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q = 0
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while q < n {
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let lim = (med * 12) / 10
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if sorted[q] > lim { excess = excess + (sorted[q] - lim) }
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q += 1
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}
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print(` fps at median {string(1000000 / med)} frames over 1.3x median: {string(o13)}, over 1.5x: {string(o15)}, over 2x: {string(over)} — of {string(n)}`)
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print(` stutter: {string(excess / 1000)} ms of frame time beyond 1.2x median over the run`)
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print(` streaming totals over the run: walk {string(render3d_st.stream_us_walk / 1000)} ms (generate {string(render3d_st.stream_us_gen / 1000)} ms, gather {string(render3d_st.stream_us_gather / 1000)} ms), {string(render3d_st.stream_walks)} stream-walks`)
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# the average frame, split: what the process did before the swap (the game's share of it apart),
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# the rest waiting on the GPU and the swap, and the renderer's CPU phases in frame order
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if render3d_st.prof_sum_n > 0 {
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let dt = render3d_st.prof_sum_dt / render3d_st.prof_sum_n
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let cpu = render3d_st.prof_sum_cpu / render3d_st.prof_sum_n
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let game = render3d_st.prof_sum_game / render3d_st.prof_sum_n
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print("")
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print(`MEAN frame {string(dt)} us over {string(render3d_st.prof_sum_n)} frames: CPU before the swap {string(cpu)} us (the game's own {string(game)} us), GPU and swap {string(dt - cpu)} us`)
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print(" renderer CPU by phase, mean per frame:")
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var i = 0
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while i < render3d_st.prof_mk_n {
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print(` {Text.pad_right(render3d_st.prof_mk_names[i], 20)} {Text.pad_left(string(render3d_st.prof_mk_us[i] / render3d_st.prof_sum_n), 7)} us`)
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i += 1
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}
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}
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}
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# The slowest frames of the run, with the once-in-a-while CPU work that landed in them.
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# An average never shows a hitch; this is the list of the frames you actually felt.
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function prof_hitch_report(render3d_st: Render3dState) -> void {
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if not render3d_st.prof_on or render3d_st.prof_dt == null or len(render3d_st.prof_dt) < 32 { return }
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let n = len(render3d_st.prof_dt)
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# median, for a sense of what "slow" means here
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let sorted = new []long
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var i = 8
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while i < n { push(sorted, render3d_st.prof_dt[i]); i += 1 }
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var a = 1
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while a < len(sorted) {
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let v = sorted[a]
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var b = a - 1
|
|
while b >= 0 and sorted[b] > v { sorted[b + 1] = sorted[b]; b -= 1 }
|
|
sorted[b + 1] = v
|
|
a += 1
|
|
}
|
|
let med = sorted[len(sorted) / 2]
|
|
print("")
|
|
print(`the 20 slowest frames (median {string(med / 1000)}.{string((med / 100) % 10)} ms), and what was in them:`)
|
|
print(" frame dt cpu gpu-wait cover-gen game uploaded slowest CPU phase")
|
|
var shown = 0
|
|
var cut: long = sorted[len(sorted) - 1]
|
|
while shown < 20 and cut > med {
|
|
# the next slowest frame at or below `cut`
|
|
var best = -1
|
|
var bestv: long = -1
|
|
var k = 8
|
|
while k < n {
|
|
if render3d_st.prof_dt[k] <= cut and render3d_st.prof_dt[k] > bestv { bestv = render3d_st.prof_dt[k]; best = k }
|
|
k += 1
|
|
}
|
|
if best < 0 { return }
|
|
print(` {Text.pad_left(string(best), 6)} {Text.pad_left(string(render3d_st.prof_dt[best]), 6)}us {Text.pad_left(string(render3d_st.prof_cpu_us[best]), 7)}us {Text.pad_left(string(render3d_st.prof_dt[best] - render3d_st.prof_cpu_us[best]), 8)}us {Text.pad_left(string(render3d_st.prof_gen_us[best]), 7)}us {Text.pad_left(string(render3d_st.prof_game_us[best]), 7)}us {Text.pad_left(string(render3d_st.prof_up[best] / 1024), 7)}KB {Text.pad_right(render3d_st.prof_mark_who[best], 18)} {Text.pad_left(string(render3d_st.prof_mark_us[best]), 7)}us`)
|
|
cut = bestv - 1
|
|
shown += 1
|
|
}
|
|
}
|
|
|
|
function prof_gen_report(render3d_st: Render3dState) -> void {
|
|
if not render3d_st.prof_on { return }
|
|
if render3d_st.prof_gen == null or len(render3d_st.prof_gen) < 8 { return }
|
|
let sorted = new []int
|
|
var i = 8 # skip the first frames: one-off initial fill
|
|
while i < len(render3d_st.prof_gen) { push(sorted, render3d_st.prof_gen[i]); i += 1 }
|
|
var a = 1
|
|
while a < len(sorted) {
|
|
let v = sorted[a]
|
|
var b = a - 1
|
|
while b >= 0 and sorted[b] > v { sorted[b + 1] = sorted[b]; b -= 1 }
|
|
sorted[b + 1] = v
|
|
a += 1
|
|
}
|
|
let n = len(sorted)
|
|
var total = 0
|
|
var busy = 0
|
|
var j = 0
|
|
while j < n { total += sorted[j]; if sorted[j] > 0 { busy += 1 }; j += 1 }
|
|
print("")
|
|
print("ground cover generated per frame (the source of walking stutter):")
|
|
print(` frames that generated anything: {string(busy)} of {string(n)}`)
|
|
print(` median {string(sorted[n / 2])} p95 {string(sorted[(n * 95) / 100])} worst {string(sorted[n - 1])} total {string(total)}`)
|
|
}
|