Where the frame goes, before optimising it further. R3D_PROF now prints the average frame: CPU before the swap (the game's share apart), GPU and swap, and the renderer's CPU phases in frame order - the shadow pass split into cascade fit, scatter casters and actor casters. On Vulkan the per-pass GPU table comes from timestamp queries (host query reset asked for where the device has it); MoltenVK's attribution is tile-based and not to be trusted per pass, the PC's is. What it showed on the PC (camp): 4.3 ms CPU and 5.3 ms GPU a frame; the shadow pass was the largest CPU phase (1.8 ms) and actors half of that. Every actor within 300 m was drawn into all five cascades, though the outer two only shade receivers from 212 and 935 m out: 160 actors and 300 draws into each. cast_band_reaches - the flowers' reach test, now shared - skips an actor for a cascade it cannot shade (receivers counted from 0.85 of the previous split, where sunShadow's cross-fade begins). PC camp, two runs each: mean frame 9553/9601 -> 8664/8656 us; CPU 4.3 -> 3.7 ms; shadow GPU 1.14 -> 0.79 ms; actor-shadow CPU 1.02 -> 0.60 ms; 2039 -> 1411 draws; self-tests 59/59, validation 0. Mac: OpenGL shot viewpoints and the camp byte-identical; town 19 px at <= 2/255 on two flower stems a few metres from the camera - the accepted leftover-binding difference, no shadow; self-tests 59/59 on OpenGL and Vulkan. R3D_CAST_ALL=1 draws every caster into every cascade. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
423 lines
16 KiB
Text
423 lines
16 KiB
Text
# ============================================================================
|
|
# prof.ludic — per-pass GPU timing (R3D_PROF=1).
|
|
#
|
|
# Wall-clock timing of this renderer is useless at pass granularity: run-to-run
|
|
# variance on a laptop GPU is ±15%, which is larger than most passes. GL_TIME_ELAPSED
|
|
# queries measure what the GPU actually spent inside each pass, and averaging a few
|
|
# hundred frames inside ONE run cancels the run-to-run noise entirely.
|
|
#
|
|
# Each slot owns a small ring of query objects. A query is read back only after
|
|
# enough frames have passed that its result is certainly available, so profiling
|
|
# never introduces the very stall it is trying to measure.
|
|
# ============================================================================
|
|
|
|
const PROF_SLOTS: int = 16
|
|
const PROF_RING: int = 4 # frames of latency before a result is read
|
|
|
|
var prof_on: bool = false
|
|
var prof_names: []pointer = null
|
|
var prof_ids: words = null # PROF_SLOTS * PROF_RING query objects
|
|
var prof_ns: []long = null # accumulated nanoseconds per slot
|
|
var prof_hits: []long = null # samples accumulated per slot
|
|
var prof_n: int = 0 # slots in use
|
|
var prof_frame: int = 0
|
|
var prof_active: int = -1 # slot whose query is currently open
|
|
var prof_scratch: words = null
|
|
|
|
function prof_init() -> void {
|
|
prof_on = Os.has_env("R3D_PROF")
|
|
if not prof_on { return }
|
|
prof_names = new []pointer
|
|
prof_ns = new []long
|
|
prof_hits = new []long
|
|
prof_ids = words(PROF_SLOTS * PROF_RING)
|
|
prof_scratch = words(4)
|
|
gpu_query_new(PROF_SLOTS * PROF_RING, prof_ids)
|
|
prof_n = 0
|
|
prof_frame = 0
|
|
prof_active = -1
|
|
}
|
|
|
|
# the slot index for `name`, registering it on first sight (order = frame order)
|
|
function prof_slot(name: pointer) -> int {
|
|
var i = 0
|
|
while i < prof_n {
|
|
if prof_names[i] == name { return i }
|
|
i += 1
|
|
}
|
|
if prof_n >= PROF_SLOTS { return -1 }
|
|
push(prof_names, name)
|
|
push(prof_ns, 0)
|
|
push(prof_hits, 0)
|
|
prof_n += 1
|
|
return prof_n - 1
|
|
}
|
|
|
|
function prof_begin(name: pointer) -> void {
|
|
ds_set_pass(name)
|
|
if not prof_on { return }
|
|
if prof_active >= 0 { return } # GL_TIME_ELAPSED queries cannot nest
|
|
let s = prof_slot(name)
|
|
if s < 0 { return }
|
|
prof_active = s
|
|
gpu_query_begin(prof_ids[s * PROF_RING + (prof_frame % PROF_RING)])
|
|
}
|
|
|
|
function prof_end() -> void {
|
|
ds_set_pass(ds_outside)
|
|
if not prof_on { return }
|
|
if prof_active < 0 { return }
|
|
gpu_query_end()
|
|
prof_active = -1
|
|
}
|
|
|
|
# Collect the queries issued PROF_RING-1 frames ago — long finished, so no stall.
|
|
function prof_collect() -> void {
|
|
if not prof_on { return }
|
|
prof_frame += 1
|
|
if prof_frame < PROF_RING { return }
|
|
let slot_frame = (prof_frame + 1) % PROF_RING
|
|
var s = 0
|
|
while s < prof_n {
|
|
let q = prof_ids[s * PROF_RING + slot_frame]
|
|
if gpu_query_result(q, prof_scratch) {
|
|
# the low 32 bits are ample: a pass is far below 4 seconds
|
|
prof_ns[s] = prof_ns[s] + prof_scratch[0]
|
|
prof_hits[s] = prof_hits[s] + 1
|
|
}
|
|
s += 1
|
|
}
|
|
}
|
|
|
|
function prof_report() -> void {
|
|
if not prof_on { return }
|
|
print("")
|
|
print("GPU time per pass (mean over the run):")
|
|
var total = 0
|
|
var s = 0
|
|
while s < prof_n {
|
|
if prof_hits[s] > 0 { total = total + prof_ns[s] / prof_hits[s] }
|
|
s += 1
|
|
}
|
|
s = 0
|
|
while s < prof_n {
|
|
if prof_hits[s] > 0 {
|
|
let us = prof_ns[s] / prof_hits[s] / 1000
|
|
var pct = 0
|
|
if total > 0 { pct = (prof_ns[s] / prof_hits[s]) * 100 / total }
|
|
print(` {Text.pad_right(prof_names[s], 22)} {Text.pad_left(string(us), 7)} us {string(pct)}%`)
|
|
}
|
|
s += 1
|
|
}
|
|
print(` {Text.pad_right("TOTAL", 22)} {Text.pad_left(string(total / 1000), 7)} us`)
|
|
}
|
|
|
|
# ---- streaming work per frame (R3D_PROF=1) ----------------------------------
|
|
# Stutter while walking is not visible in an average: the cover for a newly entered
|
|
# chunk is generated in whichever frame the camera crosses a 32 m cell, so one frame
|
|
# in fifty does all the work. `Time.delta` here is a fixed 60 Hz timestep and there is
|
|
# no finer wall clock in the runtime, so measure the WORK instead — instances generated
|
|
# per frame is exactly what the hitch is made of, and it needs no clock at all.
|
|
var prof_gen: []int = null
|
|
var prof_gen_cur: int = 0
|
|
var prof_ft: []long = null # real frame times, microseconds
|
|
var prof_last_us: long = 0
|
|
|
|
function prof_gen_add(n: int) -> void {
|
|
if not prof_on { return }
|
|
prof_gen_cur += n
|
|
}
|
|
|
|
# Per-chunk generation, so a hitch can be pinned on a stream and a band rather than on
|
|
# "streaming". One chunk is generated atomically, so the worst chunk is the worst frame.
|
|
var prof_chunk_us: []long = null
|
|
var prof_chunk_kind: []int = null
|
|
var prof_chunk_band: []int = null
|
|
var prof_chunk_n: []int = null
|
|
var prof_gen_us_cur: long = 0
|
|
var prof_gen_us: []long = null # generation microseconds per frame
|
|
# CPU work that only happens on some frames — which is what a hitch is made of.
|
|
var prof_layer_us_cur: long = 0 # rebuilding and uploading instance buffers
|
|
var prof_bake_us_cur: long = 0 # the height-field shadow rebake
|
|
var prof_layer_us: []long = null
|
|
var prof_bake_us: []long = null
|
|
var prof_dt: []long = null # frame time, aligned with the arrays above
|
|
var prof_up_cur: long = 0 # instance bytes uploaded this frame
|
|
var prof_up: []long = null
|
|
# Where a frame's time went at the coarsest useful split: work this process did, and
|
|
# time spent waiting for the GPU to finish it. Headless drains the GPU inside swap, so
|
|
# the two are cleanly separable there.
|
|
var prof_pre_swap: long = 0
|
|
var prof_cpu_us: []long = null
|
|
var prof_sum_dt: long = 0 # sums over the frames past the first eight, for the mean split
|
|
var prof_sum_cpu: long = 0
|
|
var prof_sum_game: long = 0
|
|
var prof_sum_n: int = 0
|
|
function prof_before_swap() -> void { if prof_on { prof_pre_swap = gl_now_us() } }
|
|
|
|
# The single most expensive CPU phase of each frame, and what it was. A hitch is one
|
|
# phase running long on one frame, so recording the worst one per frame is enough to
|
|
# name it without keeping a timeline.
|
|
var prof_mark_last: long = 0
|
|
var prof_mark_best: long = 0
|
|
var prof_mark_name: pointer = null
|
|
var prof_mark_us: []long = null
|
|
var prof_mark_who: []pointer = null
|
|
function prof_mark_start() -> void { if prof_on { prof_mark_last = gl_now_us(); prof_mark_best = 0; prof_mark_name = null } }
|
|
# ... and every phase's share of the average frame, past the first eight frames (loading, first fills)
|
|
var prof_mk_names: []pointer = null
|
|
var prof_mk_us: []long = null
|
|
var prof_mk_n: int = 0
|
|
function prof_cpu_mark(name: pointer) -> void {
|
|
if not prof_on { return }
|
|
let now = gl_now_us()
|
|
let d = now - prof_mark_last
|
|
prof_mark_last = now
|
|
if d > prof_mark_best { prof_mark_best = d; prof_mark_name = name }
|
|
var k = -1
|
|
var i = 0
|
|
while i < prof_mk_n { if prof_mk_names[i] == name { k = i }; i += 1 }
|
|
if k < 0 {
|
|
if prof_mk_names == null { prof_mk_names = new []pointer; prof_mk_us = new []long }
|
|
push(prof_mk_names, name); push(prof_mk_us, 0)
|
|
prof_mk_n += 1
|
|
k = prof_mk_n - 1
|
|
}
|
|
if prof_gen != null and len(prof_gen) > 8 { prof_mk_us[k] = prof_mk_us[k] + d }
|
|
}
|
|
|
|
# the game's own per-frame work, kept apart from the renderer's
|
|
var prof_game_us_cur: long = 0
|
|
var prof_game_us: []long = null
|
|
function prof_game_add(us: long) -> void { if prof_on { prof_game_us_cur = prof_game_us_cur + us } }
|
|
|
|
function prof_layer_add(us: long, bytes: long) -> void {
|
|
if not prof_on { return }
|
|
prof_layer_us_cur = prof_layer_us_cur + us
|
|
prof_up_cur = prof_up_cur + bytes
|
|
}
|
|
function prof_bake_add(us: long) -> void { if prof_on { prof_bake_us_cur = prof_bake_us_cur + us } }
|
|
|
|
function prof_chunk(kind: int, band: int, count: int, us: long) -> void {
|
|
if not prof_on { return }
|
|
if prof_chunk_us == null {
|
|
prof_chunk_us = new []int; prof_chunk_kind = new []int
|
|
prof_chunk_band = new []int; prof_chunk_n = new []int
|
|
}
|
|
push(prof_chunk_us, us); push(prof_chunk_kind, kind)
|
|
push(prof_chunk_band, band); push(prof_chunk_n, count)
|
|
prof_gen_us_cur += us
|
|
}
|
|
|
|
function prof_chunk_report() -> void {
|
|
if not prof_on or prof_chunk_us == null { return }
|
|
print("")
|
|
print("chunk generation (one chunk is atomic, so the worst chunk is the worst frame):")
|
|
# totals per (kind, band)
|
|
var kinds = new []int
|
|
var bands = new []int
|
|
var tot = new []long
|
|
var cnt = new []int
|
|
var mx = new []long
|
|
var i = 0
|
|
while i < len(prof_chunk_us) {
|
|
var f = -1
|
|
var j = 0
|
|
while j < len(kinds) { if kinds[j] == prof_chunk_kind[i] and bands[j] == prof_chunk_band[i] { f = j }; j += 1 }
|
|
if f < 0 {
|
|
push(kinds, prof_chunk_kind[i]); push(bands, prof_chunk_band[i])
|
|
push(tot, 0); push(cnt, 0); push(mx, 0)
|
|
f = len(kinds) - 1
|
|
}
|
|
tot[f] = tot[f] + prof_chunk_us[i]
|
|
cnt[f] = cnt[f] + 1
|
|
if prof_chunk_us[i] > mx[f] { mx[f] = prof_chunk_us[i] }
|
|
i += 1
|
|
}
|
|
var k = 0
|
|
while k < len(kinds) {
|
|
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`)
|
|
k += 1
|
|
}
|
|
# the per-frame distribution of generation time: this is the hitch itself
|
|
if prof_gen_us == null or len(prof_gen_us) < 16 { return }
|
|
let sorted = new []long
|
|
var a = 8
|
|
while a < len(prof_gen_us) { push(sorted, prof_gen_us[a]); a += 1 }
|
|
var x = 1
|
|
while x < len(sorted) {
|
|
let v = sorted[x]
|
|
var y = x - 1
|
|
while y >= 0 and sorted[y] > v { sorted[y + 1] = sorted[y]; y -= 1 }
|
|
sorted[y + 1] = v
|
|
x += 1
|
|
}
|
|
let n = len(sorted)
|
|
var busy = 0
|
|
var t: long = 0
|
|
var z = 0
|
|
while z < n { if sorted[z] > 0 { busy += 1 }; t += sorted[z]; z += 1 }
|
|
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`)
|
|
}
|
|
|
|
function prof_gen_frame() -> void {
|
|
ds_frame()
|
|
if not prof_on { return }
|
|
if prof_gen == null {
|
|
prof_gen = new []int; prof_ft = new []long
|
|
prof_gen_us = new []long; prof_layer_us = new []long
|
|
prof_bake_us = new []long; prof_dt = new []long; prof_up = new []long
|
|
prof_cpu_us = new []long; prof_game_us = new []long
|
|
prof_mark_us = new []long; prof_mark_who = new []pointer
|
|
}
|
|
push(prof_gen, prof_gen_cur)
|
|
prof_gen_cur = 0
|
|
let now = gl_now_us()
|
|
var dtf: long = 0
|
|
if prof_last_us != 0 { push(prof_ft, now - prof_last_us); dtf = now - prof_last_us }
|
|
prof_last_us = now
|
|
# everything the frame just ended spent on work it only does sometimes
|
|
push(prof_dt, dtf)
|
|
push(prof_gen_us, prof_gen_us_cur)
|
|
push(prof_layer_us, prof_layer_us_cur)
|
|
push(prof_bake_us, prof_bake_us_cur)
|
|
push(prof_up, prof_up_cur)
|
|
var cpu: long = 0
|
|
if prof_pre_swap != 0 and dtf != 0 { cpu = prof_pre_swap - (now - dtf) }
|
|
push(prof_cpu_us, cpu)
|
|
push(prof_game_us, prof_game_us_cur)
|
|
if len(prof_gen) > 9 and dtf != 0 {
|
|
prof_sum_dt = prof_sum_dt + dtf; prof_sum_cpu = prof_sum_cpu + cpu; prof_sum_game = prof_sum_game + prof_game_us_cur
|
|
prof_sum_n += 1
|
|
}
|
|
push(prof_mark_us, prof_mark_best)
|
|
if prof_mark_name == null { push(prof_mark_who, "-") } else { push(prof_mark_who, prof_mark_name) }
|
|
prof_gen_us_cur = 0; prof_layer_us_cur = 0; prof_bake_us_cur = 0; prof_up_cur = 0; prof_game_us_cur = 0
|
|
}
|
|
|
|
# the distribution of REAL frame times: stutter lives in the tail, not the mean
|
|
function prof_ft_report() -> void {
|
|
if not prof_on { return }
|
|
if prof_ft == null or len(prof_ft) < 16 { return }
|
|
let sorted = new []long
|
|
var i = 8
|
|
while i < len(prof_ft) { push(sorted, prof_ft[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)
|
|
let med = sorted[n / 2]
|
|
var over = 0
|
|
var j = 0
|
|
while j < n { if sorted[j] > med * 2 { over += 1 }; j += 1 }
|
|
print("")
|
|
print("REAL frame time (us):")
|
|
print(` median {string(med)} p95 {string(sorted[(n * 95) / 100])} p99 {string(sorted[(n * 99) / 100])} worst {string(sorted[n - 1])}`)
|
|
# A hitch is not the mean moving: it is the count of frames that took noticeably
|
|
# longer than the frame before them. 1.3x median is about where it stops being smooth.
|
|
var o13 = 0
|
|
var o15 = 0
|
|
var q = 0
|
|
while q < n {
|
|
if sorted[q] * 10 > med * 13 { o13 += 1 }
|
|
if sorted[q] * 2 > med * 3 { o15 += 1 }
|
|
q += 1
|
|
}
|
|
# How much time the run spent being slower than itself: the sum of every frame's
|
|
# excess over 1.2x the median. One number that goes down when hitching goes down, and
|
|
# that a handful of unlucky frames cannot dominate the way a maximum can.
|
|
var excess: long = 0
|
|
q = 0
|
|
while q < n {
|
|
let lim = (med * 12) / 10
|
|
if sorted[q] > lim { excess = excess + (sorted[q] - lim) }
|
|
q += 1
|
|
}
|
|
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)}`)
|
|
print(` stutter: {string(excess / 1000)} ms of frame time beyond 1.2x median over the run`)
|
|
print(` streaming totals over the run: walk {string(stream_us_walk / 1000)} ms (generate {string(stream_us_gen / 1000)} ms, gather {string(stream_us_gather / 1000)} ms), {string(stream_walks)} stream-walks`)
|
|
# the average frame, split: what the process did before the swap (the game's share of it apart),
|
|
# the rest waiting on the GPU and the swap, and the renderer's CPU phases in frame order
|
|
if prof_sum_n > 0 {
|
|
let dt = prof_sum_dt / prof_sum_n
|
|
let cpu = prof_sum_cpu / prof_sum_n
|
|
let game = prof_sum_game / prof_sum_n
|
|
print("")
|
|
print(`MEAN frame {string(dt)} us over {string(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`)
|
|
print(" renderer CPU by phase, mean per frame:")
|
|
var i = 0
|
|
while i < prof_mk_n {
|
|
print(` {Text.pad_right(prof_mk_names[i], 20)} {Text.pad_left(string(prof_mk_us[i] / prof_sum_n), 7)} us`)
|
|
i += 1
|
|
}
|
|
}
|
|
}
|
|
|
|
# The slowest frames of the run, with the once-in-a-while CPU work that landed in them.
|
|
# An average never shows a hitch; this is the list of the frames you actually felt.
|
|
function prof_hitch_report() -> void {
|
|
if not prof_on or prof_dt == null or len(prof_dt) < 32 { return }
|
|
let n = len(prof_dt)
|
|
# median, for a sense of what "slow" means here
|
|
let sorted = new []long
|
|
var i = 8
|
|
while i < n { push(sorted, prof_dt[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 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 prof_dt[k] <= cut and prof_dt[k] > bestv { bestv = prof_dt[k]; best = k }
|
|
k += 1
|
|
}
|
|
if best < 0 { return }
|
|
print(` {Text.pad_left(string(best), 6)} {Text.pad_left(string(prof_dt[best]), 6)}us {Text.pad_left(string(prof_cpu_us[best]), 7)}us {Text.pad_left(string(prof_dt[best] - prof_cpu_us[best]), 8)}us {Text.pad_left(string(prof_gen_us[best]), 7)}us {Text.pad_left(string(prof_game_us[best]), 7)}us {Text.pad_left(string(prof_up[best] / 1024), 7)}KB {Text.pad_right(prof_mark_who[best], 18)} {Text.pad_left(string(prof_mark_us[best]), 7)}us`)
|
|
cut = bestv - 1
|
|
shown += 1
|
|
}
|
|
}
|
|
|
|
function prof_gen_report() -> void {
|
|
if not prof_on { return }
|
|
if prof_gen == null or len(prof_gen) < 8 { return }
|
|
let sorted = new []int
|
|
var i = 8 # skip the first frames: one-off initial fill
|
|
while i < len(prof_gen) { push(sorted, 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)}`)
|
|
}
|