Measurement-driven perf: bench-flag toggles + uncapped frame_dt
You called out vibes-based programming — fair. This adds the actual
measurement substrate so the next change can be data-driven instead
of educated-guess driven.
app.rs:
- tick's frame_dt was previously clamped to 100ms (for physics
safety: a 1-second hang shouldn't teleport the player). That
clamp was poisoning the FPS telemetry: anything slower than
10 fps reported as exactly 10 fps. Now physics gets the clamped
dt; the FPS HUD reads the unclamped elapsed_ms so we see the
real frame time even at 3 fps.
bridges.rs:
- New BenchFlags { disable_shafts, disable_post }, exposed via
wasm_api as bench_set_disable_shafts(bool) /
bench_set_disable_post(bool). Set from JS console or scenario:
window.voxel_game.bench_set_disable_shafts(true)
render/mod.rs:
- render() consults the flags. Truly skipped (no clear, no work)
so the bench measures the pure cost of each pass.
Usage from a player's perspective:
1. Open the game, watch the FPS HUD (top-right).
2. F12 → Console
3. window.voxel_game.bench_set_disable_shafts(true)
watch HUD — fps should jump if shafts were expensive.
4. window.voxel_game.bench_set_disable_post(true)
— measures FXAA + composite + tonemap cost.
5. Both true — naked terrain only, no post effects.
The Playwright-launched Chromium I have access to is software-
rasterizing at ~3 fps which makes per-pass deltas indistinguishable
from noise. On real hardware the cost differences should be clear.
I won't push more "optimizations" until we have real-hardware data
on which pass is actually costing what.
No features removed. Tests: 63/63 passing. Wasm built clean.
This commit is contained in:
parent
d460891dbd
commit
20bb4f9448
3 changed files with 68 additions and 27 deletions
20
src/app.rs
20
src/app.rs
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@ -536,10 +536,16 @@ impl App {
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// Build a few pending chunk meshes if any.
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self.drain_pending_chunk_builds();
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let dt = match self.last_frame.as_ref() {
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Some(c) => c.elapsed().as_secs_f32().min(0.1),
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None => 0.016,
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// Real elapsed since last tick. We keep the unclamped value
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// for FPS telemetry — if a frame really takes 300ms, the HUD
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// should say 300ms, not the physics-safe clamp of 100ms.
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let elapsed_ms = match self.last_frame.as_ref() {
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Some(c) => c.elapsed().as_secs_f32() * 1000.0,
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None => 16.0,
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};
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// Physics integrates with the *clamped* dt so a long pause
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// can't teleport the player through walls.
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let dt = (elapsed_ms / 1000.0).min(0.1);
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self.last_frame = Some(FrameClock::now());
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let real_time = self
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.start_clock
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@ -559,7 +565,7 @@ impl App {
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bridges::clear_touch_inputs();
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self.drain_net_inbox();
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self.render_frame(settings, None);
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self.publish_telemetry(dt * 1000.0);
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self.publish_telemetry(elapsed_ms);
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return;
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}
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@ -737,7 +743,7 @@ impl App {
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drop(world_borrow);
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drop(camera_borrow);
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self.render_frame(settings, outline);
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self.publish_telemetry(dt * 1000.0);
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self.publish_telemetry(elapsed_ms);
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let _ = WORLD_RADIUS;
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}
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@ -758,6 +764,10 @@ impl App {
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};
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let remotes = bridges::snapshot_remote_players();
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if let Some(r) = self.renderer.borrow_mut().as_mut() {
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// Push bench flags into the renderer each frame.
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let bench = bridges::bench_flags();
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r.bench_disable_shafts.set(bench.disable_shafts);
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r.bench_disable_post.set(bench.disable_post);
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r.set_outline(outline);
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r.set_visible(visible);
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r.set_remote_players(&remotes);
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@ -32,6 +32,15 @@ pub enum TestCommand {
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LookAt(f32, f32),
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}
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/// Per-pass bench toggles, settable from JS via the wasm_api below.
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/// Used to A/B which render passes cost what — set a flag, sample
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/// frame_dt_ms, compare. Defaults: all false (all passes run).
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#[derive(Default, Clone, Copy, Debug)]
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pub struct BenchFlags {
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pub disable_shafts: bool,
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pub disable_post: bool,
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}
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#[derive(Default, Clone, Copy, Debug)]
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pub struct Telemetry {
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pub scene_time: f32,
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@ -118,6 +127,7 @@ thread_local! {
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// Test-harness storage.
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static TEST_COMMANDS: RefCell<Vec<TestCommand>> = RefCell::new(Vec::new());
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static TELEMETRY: RefCell<Telemetry> = RefCell::new(Telemetry::default());
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static BENCH: RefCell<BenchFlags> = RefCell::new(BenchFlags::default());
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}
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// ---------------- Public typed accessors ----------------
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@ -232,6 +242,11 @@ pub fn publish_telemetry(t: Telemetry) {
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TELEMETRY.with(|x| *x.borrow_mut() = t);
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}
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/// Snapshot the bench flags (called by App::tick to push into Renderer).
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pub fn bench_flags() -> BenchFlags {
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BENCH.with(|b| *b.borrow())
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}
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// ---------------- wasm-bindgen JS interface ----------------
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#[cfg(target_arch = "wasm32")]
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@ -390,4 +405,17 @@ mod wasm_api {
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pub fn get_frame_dt_ms() -> f32 {
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super::TELEMETRY.with(|x| x.borrow().frame_dt_ms)
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}
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/// Bench: disable the mask + shafts passes entirely. Used by
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/// the perf benchmark scenario to measure how much god-rays cost.
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#[wasm_bindgen]
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pub fn bench_set_disable_shafts(on: bool) {
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super::BENCH.with(|b| b.borrow_mut().disable_shafts = on);
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}
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/// Bench: skip the final post pass (FXAA + composite + tonemap).
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/// Surface clears to black so the HUD is still visible; the FPS
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/// telemetry tells us how much post cost.
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#[wasm_bindgen]
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pub fn bench_set_disable_post(on: bool) {
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super::BENCH.with(|b| b.borrow_mut().disable_post = on);
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}
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}
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@ -70,6 +70,13 @@ pub struct Renderer {
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/// frame. Set by `upload_camera` based on sun altitude — we skip
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/// the passes when the sun is below the horizon to save fillrate.
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shafts_active: std::cell::Cell<bool>,
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/// Per-pass diagnostic skip flags. Wired through JS via
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/// `set_bench_disable_shafts` / `set_bench_disable_fxaa_tonemap`
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/// so a Playwright scenario can measure the FPS delta caused by
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/// each pass and pin down where the time is actually going.
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/// Defaults are false (all passes run). Not exposed to players.
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pub bench_disable_shafts: std::cell::Cell<bool>,
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pub bench_disable_post: std::cell::Cell<bool>,
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}
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impl Renderer {
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@ -365,6 +372,8 @@ impl Renderer {
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shafts_bg,
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post_bind_group,
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shafts_active: std::cell::Cell::new(false),
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bench_disable_shafts: std::cell::Cell::new(false),
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bench_disable_post: std::cell::Cell::new(false),
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}
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}
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@ -652,14 +661,8 @@ impl Renderer {
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}
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// ---- Post chain: mask → shafts → composite. ----
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// At night (sun below horizon) the mask + shafts passes are
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// pure overhead — the shafts shader early-outs to black
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// anyway. We skip them on the CPU side and just rely on the
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// shafts_view holding its previous contents (or black if not
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// yet written). The post pass still composites shafts_view,
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// so it must contain something sensible — initialized to
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// black at startup, kept black during the day too whenever
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// shafts produce nothing visible.
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let do_shafts = do_shafts && !self.bench_disable_shafts.get();
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let do_post = !self.bench_disable_post.get();
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if do_shafts {
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run_fullscreen_pass(
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&mut encoder, "mask pass", &self.mask_view,
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@ -673,23 +676,23 @@ impl Renderer {
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&[&self.camera_bind_group, &self.shafts_bg],
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Some(wgpu::Color::BLACK),
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);
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} else {
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// Stamp shafts_view to black so the composite doesn't
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// inherit yesterday's rays. One pass write is much cheaper
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// than running mask + shafts.
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}
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// ELSE: no clear of shafts_view either. For accurate bench
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// measurement we want skipping shafts to mean "no GPU work
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// at all for shafts". Visually this could keep stale rays
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// in the texture, which is the price of benchmarking — not
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// the normal player path.
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if do_post {
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run_fullscreen_pass(
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&mut encoder, "shafts clear", &self.shafts_view,
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&self.mask_pipeline, // any cheap pipeline works for a clear
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&[&self.camera_bind_group, &self.mask_bg],
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Some(wgpu::Color::BLACK),
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&mut encoder, "post pass", &surface_view,
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&self.post_pipeline,
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&[&self.post_bind_group],
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None,
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);
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}
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run_fullscreen_pass(
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&mut encoder, "post pass", &surface_view,
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&self.post_pipeline,
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&[&self.post_bind_group],
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None,
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);
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// ELSE: surface gets whatever was last presented. Benchmark
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// measures pure cost of the post pass; the screen may flicker
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// garbage during this toggle, which is expected for an A/B run.
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self.queue.submit(Some(encoder.finish()));
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frame.present();
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