Tick/toc instrumentation across build + test + mesh phases
run.sh:
- phase() wrapper logs elapsed seconds per build step.
- Tracks total build+startup at the end.
- Output is "==> phase / [Ns] phase" so the slow steps are obvious.
test/run.py:
- Per-step time.perf_counter() around each scenario step.
- "slowest steps" summary printed at the end so the worst
offenders are immediately visible.
- Total wall-clock time at scenario end.
src/render/mod.rs:
- browser_now() helper: web_sys::performance().now() on wasm,
Instant-based on native. Monotonic ms timestamps for tick/toc.
- Renderer::rebuild_chunk wraps build_chunk_mesh in a t0/t1
measurement and logs anything over 5ms with vertex/index counts.
Surfaces sky_visibility cost in the browser console.
web/main.js:
- Exposes window.voxel_game = wasm after init so the test
harness can drive scenarios declaratively (set_scene_time,
teleport, look_at, get_position, etc.).
src/shader.wgsl:
- Fix duplicate `let to_eye` declaration introduced in Round D
(specular's normalized to_eye conflicted with fog's raw version).
Renamed fog's local to_eye_raw. The test harness caught this
immediately — first WGSL compile error, first scenario run.
Findings from running scenarios/lighting-times-of-day.yaml:
- 289 chunks × ~100ms avg = ~29s mesh-build on main thread.
- Page-ready latency dominated by this. window.voxel_game appears
almost immediately (init resolves before chunks build), but
the world is invisible until meshes are uploaded.
- sky_visibility (8 cosine rays × HashMap voxel lookups) is the
hot path inside build_chunk_mesh.
Next: make chunk-mesh build progressive (one or two chunks per tick
instead of all up-front), so the world becomes visible immediately
and pops in over a few seconds.
This commit is contained in:
parent
e7a232ba97
commit
c0589d0dfc
5 changed files with 93 additions and 15 deletions
34
run.sh
34
run.sh
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@ -20,17 +20,33 @@ for arg in "$@"; do
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esac
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done
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# tick/toc — measure each build phase so we know where time goes.
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# Bash arithmetic on $SECONDS gives whole-second resolution; cheap and
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# portable. For sub-second jobs use `time` directly.
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phase() {
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local label="$1"; shift
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local start=$SECONDS
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echo "==> $label"
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"$@"
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local elapsed=$((SECONDS - start))
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echo " [${elapsed}s] $label"
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}
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TOTAL_START=$SECONDS
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if [[ $DO_BUILD -eq 1 ]]; then
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echo "==> running unit tests (proves spawn / collision / mesh invariants)"
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cargo test --lib
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phase "running unit tests (proves spawn / collision / mesh invariants)" \
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cargo test --lib
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echo "==> building wasm client (release)"
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cargo build --target wasm32-unknown-unknown --release --lib
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~/.cargo/bin/wasm-bindgen --target web --out-dir web --no-typescript \
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target/wasm32-unknown-unknown/release/voxel_game.wasm
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phase "building wasm client (release)" \
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cargo build --target wasm32-unknown-unknown --release --lib
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echo "==> building server (release)"
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(cd server && cargo build --release)
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phase "wasm-bindgen → web/" \
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~/.cargo/bin/wasm-bindgen --target web --out-dir web --no-typescript \
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target/wasm32-unknown-unknown/release/voxel_game.wasm
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phase "building server (release)" \
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bash -c "cd server && cargo build --release"
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# Catch JS no-undef / parse errors before they hit the browser. eslint
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# is optional: warns if absent so this step never blocks an emergency
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@ -68,6 +84,8 @@ for i in {1..20}; do
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sleep 0.2
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done
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echo "==> total build+startup: $((SECONDS - TOTAL_START))s"
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if [[ $DO_TUNNEL -eq 0 ]]; then
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echo "==> server running at http://localhost:8080 (no tunnel)"
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wait $SERVER_PID
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@ -484,7 +484,22 @@ impl Renderer {
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let Some(chunk) = world.chunks.get(&coord) else {
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return;
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};
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// tick/toc — mesh build (esp. the sky_visibility hemisphere
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// raycasts) is the suspected hot path on world init. Times
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// come through the browser console for now; once we have a
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// real perf overlay they'll go there.
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let t0 = browser_now();
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let mesh = build_chunk_mesh(world, chunk);
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let mesh_ms = browser_now() - t0;
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if mesh_ms > 5.0 {
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log::info!(
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"rebuild_chunk {:?}: {:.1}ms ({} verts, {} idx)",
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coord,
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mesh_ms,
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mesh.vertices.len(),
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mesh.indices.len()
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);
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}
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if mesh.indices.is_empty() {
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self.chunk_buffers.remove(&coord);
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return;
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@ -627,6 +642,29 @@ impl Renderer {
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}
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}
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/// Cross-platform "now" in milliseconds — uses the browser's
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/// `performance.now()` on wasm, `Instant::now()` on native. Always
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/// monotonic. Pairs with `browser_now()` calls to give tick/toc
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/// elapsed times for instrumenting hot paths (mesh build, etc.).
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fn browser_now() -> f64 {
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#[cfg(target_arch = "wasm32")]
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{
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web_sys::window()
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.and_then(|w| w.performance())
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.map(|p| p.now())
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.unwrap_or(0.0)
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}
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#[cfg(not(target_arch = "wasm32"))]
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{
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use std::time::Instant;
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// The "0.0 epoch" is the first call; subsequent diffs are correct.
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thread_local! {
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static EPOCH: Instant = Instant::now();
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}
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EPOCH.with(|e| (Instant::now() - *e).as_secs_f64() * 1000.0)
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}
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}
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/// Run a single full-screen-triangle render pass: clear target if
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/// `clear` is `Some`, load otherwise; set pipeline; bind groups in
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/// order; draw three vertices. Used for every post-chain step so the
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@ -386,9 +386,11 @@ fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
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lit = lit + in.color * sun_col * trans;
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}
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let to_eye = eye_world() - in.world_pos;
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let dist = length(to_eye);
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let view_dir = -to_eye / max(dist, 0.0001);
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// Reuse `to_eye` from the specular block (normalized eye-to-fragment).
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// Fog needs the *raw* distance though, so recompute that here.
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let to_eye_raw = eye_world() - in.world_pos;
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let dist = length(to_eye_raw);
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let view_dir = -to_eye_raw / max(dist, 0.0001);
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let color = apply_fog(lit, dist, view_dir);
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return vec4<f32>(color, 1.0);
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22
test/run.py
22
test/run.py
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@ -166,25 +166,39 @@ def main() -> int:
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p, browser, page = attach_page()
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failures = 0
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total_start = time.perf_counter()
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timings: list[tuple[str, float]] = []
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try:
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for i, step in enumerate(scenario.get("steps", [])):
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step_summary = next(iter(step.keys())) if step else f"step{i}"
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print(f"step {i}:")
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step_start = time.perf_counter()
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try:
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ok = run_step(page, step, name, args.halt_on_fail)
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step_ms = (time.perf_counter() - step_start) * 1000
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timings.append((step_summary, step_ms))
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print(f" [{step_ms:6.1f}ms]")
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if not ok:
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failures += 1
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if args.halt_on_fail:
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break
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except Exception as e: # noqa: BLE001
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step_ms = (time.perf_counter() - step_start) * 1000
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timings.append((step_summary, step_ms))
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print(f" [!] step error: {e}", file=sys.stderr)
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failures += 1
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if args.halt_on_fail:
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break
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total_ms = (time.perf_counter() - total_start) * 1000
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print()
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if failures == 0:
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print(f"# {name}: OK ({len(scenario.get('steps', []))} steps)")
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else:
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print(f"# {name}: FAILED ({failures} step(s))", file=sys.stderr)
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print(f"# {name}: {len(scenario.get('steps', []))} steps in {total_ms / 1000:.2f}s "
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f"({failures} failure{'s' if failures != 1 else ''})")
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# Per-step breakdown so the slowest steps are obvious.
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if timings:
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timings_sorted = sorted(enumerate(timings), key=lambda x: -x[1][1])
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print("# slowest steps:")
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for i, (kind, ms) in timings_sorted[:5]:
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print(f"# step {i:>2} {kind:>12} {ms:>7.1f}ms")
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finally:
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browser.close()
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p.stop()
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@ -22,6 +22,12 @@ function applyInputMode(mode) {
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}
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init().then(() => {
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// Expose all wasm-bindgen exports on window.voxel_game so the
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// Playwright test harness (test/run.py + scenarios) can drive the
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// game declaratively from JS: set_scene_time, teleport, look_at,
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// get_position, etc. Dev-affordance only; production users never
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// touch this surface.
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window.voxel_game = wasm;
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wasm.reset_input();
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setupTouch();
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setupGamepad();
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