Fix render pacing and profiler readback

Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
This commit is contained in:
Amp
2026-08-20 15:42:31 +00:00
co-authored by heaust
parent abfa428464
commit 481d105f19
8 changed files with 100 additions and 99 deletions
-1
View File
@@ -9,7 +9,6 @@ crate-type = ["cdylib"]
path = "lib.rs"
[dependencies]
gloo-timers = { version = "0.3", features = ["futures"] }
js-sys = "0.3"
serde = { version = "1", features = ["derive"] }
serde_json = "1"
+93 -69
View File
@@ -1,9 +1,7 @@
use std::cell::{Cell, RefCell};
use std::rc::Rc;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::Arc;
use gloo_timers::future::TimeoutFuture;
use wasm_bindgen::prelude::wasm_bindgen;
use crate::gpu::Wgpu;
use crate::gpu_resource::{GpuPass, ProfileMap};
@@ -11,6 +9,29 @@ use crate::graph::{ColorAttachment, DepthAttachment};
use crate::render_data::RenderData;
use crate::store::{Loadout, Store};
#[wasm_bindgen(inline_js = r#"
const channel = new MessageChannel();
const ready = [];
channel.port1.onmessage = () => ready.shift()?.();
export function nextFrame() {
return new Promise(resolve => requestAnimationFrame(resolve));
}
export function yieldTask() {
return new Promise(resolve => {
ready.push(resolve);
channel.port2.postMessage(0);
});
}
"#)]
extern "C" {
#[wasm_bindgen(js_name = nextFrame)]
async fn next_frame();
#[wasm_bindgen(js_name = yieldTask)]
async fn yield_task();
}
pub struct RenderLoop {
playing: Cell<bool>,
fps: Cell<u32>,
@@ -19,24 +40,23 @@ pub struct RenderLoop {
elapsed: Cell<f64>,
last: Cell<f64>,
profiling: Cell<bool>,
profile_pending: Cell<bool>,
profile_after: Cell<f64>,
profile: RefCell<Option<String>>,
}
struct Submission {
completed: Arc<AtomicBool>,
profile: Option<ProfileMap>,
}
impl RenderLoop {
pub fn new() -> Self {
Self {
playing: Cell::new(true),
fps: Cell::new(60),
fps: Cell::new(0),
started: Cell::new(false),
frame: Cell::new(0),
elapsed: Cell::new(0.0),
last: Cell::new(js_sys::Date::now()),
profiling: Cell::new(false),
profile_pending: Cell::new(false),
profile_after: Cell::new(0.0),
profile: RefCell::new(None),
}
}
@@ -51,7 +71,7 @@ impl RenderLoop {
}
pub fn set_fps(&self, fps: u32) -> Result<(), &'static str> {
if !(1..=1000).contains(&fps) {
if fps > 1000 {
return Err("FPS");
}
self.fps.set(fps);
@@ -60,6 +80,7 @@ impl RenderLoop {
pub fn set_profiling(&self, enabled: bool) {
self.profiling.set(enabled);
self.profile_after.set(0.0);
if !enabled {
self.profile.borrow_mut().take();
}
@@ -81,75 +102,82 @@ impl RenderLoop {
let control = self.clone();
wasm_bindgen_futures::spawn_local(async move {
loop {
next_frame().await;
if !control.playing.get() {
continue;
}
let started = js_sys::Date::now();
if control.playing.get() {
let delta = (started - control.last.replace(started)) / 1000.0;
let elapsed = control.elapsed.get() + delta;
control.elapsed.set(elapsed);
let frame = control.frame.get().wrapping_add(1);
control.frame.set(frame);
let skip = {
let mut data = data.borrow_mut();
data.update_info(delta as f32, frame, elapsed as f32, control.fps.get());
data.skip_render()
};
let submission = if !skip {
if let (Some(gpu), Some(loadout)) =
(gpu.borrow_mut().as_mut(), store.borrow_mut().active_mut())
{
gpu.render(loadout, &data.borrow(), control.profiling.get())
.ok()
.flatten()
} else {
None
}
let fps = control.fps.get();
if fps != 0 && started - control.last.get() < 900.0 / f64::from(fps) {
continue;
}
let delta = (started - control.last.replace(started)) / 1000.0;
let elapsed = control.elapsed.get() + delta;
control.elapsed.set(elapsed);
let frame = control.frame.get().wrapping_add(1);
control.frame.set(frame);
let skip = {
let mut data = data.borrow_mut();
data.update_info(delta as f32, frame, elapsed as f32, control.fps.get());
data.skip_render()
};
let submission = if !skip {
if let (Some(gpu), Some(loadout)) =
(gpu.borrow_mut().as_mut(), store.borrow_mut().active_mut())
{
let profile = control.profiling.get()
&& !control.profile_pending.get()
&& started >= control.profile_after.get();
gpu.render(loadout, &data.borrow(), profile)
.ok()
.flatten()
.map(|profile| (profile, gpu.adapter.clone(), gpu.width, gpu.height))
} else {
None
};
if let Some(submission) = submission {
while !submission.completed.load(Ordering::Acquire) {
TimeoutFuture::new(0).await;
}
} else {
None
};
if let Some((profile, adapter, width, height)) = submission {
control.profile_pending.set(true);
control.profile_after.set(started + 250.0);
let control = control.clone();
wasm_bindgen_futures::spawn_local(async move {
while profile.state() == 0 {
yield_task().await;
}
let wall_milliseconds = js_sys::Date::now() - started;
if let Some(profile) = submission.profile {
while profile.state() == 0 {
TimeoutFuture::new(0).await;
}
if profile.state() == 1 {
let passes = profile
.read()
.into_iter()
.map(|(name, milliseconds)| {
serde_json::json!({
"name": name,
"milliseconds": milliseconds,
})
if profile.state() == 1 {
let passes = profile
.read()
.into_iter()
.map(|(name, milliseconds)| {
serde_json::json!({
"name": name,
"milliseconds": milliseconds,
})
.collect::<Vec<_>>();
let milliseconds = passes
.iter()
.filter_map(|pass| pass["milliseconds"].as_f64())
.sum::<f64>();
let gpu = gpu.borrow();
let gpu = gpu.as_ref().unwrap();
})
.collect::<Vec<_>>();
let milliseconds = passes
.iter()
.filter_map(|pass| pass["milliseconds"].as_f64())
.sum::<f64>();
if control.profiling.get() {
*control.profile.borrow_mut() = Some(
serde_json::json!({
"frame": frame,
"milliseconds": milliseconds,
"wallMilliseconds": wall_milliseconds,
"adapter": gpu.adapter,
"canvas": { "width": gpu.width, "height": gpu.height },
"readbackMilliseconds": js_sys::Date::now() - started,
"adapter": adapter,
"canvas": { "width": width, "height": height },
"passes": passes,
})
.to_string(),
);
}
}
}
control.profile_pending.set(false);
});
}
let target = 1000.0 / f64::from(control.fps.get());
let wait = (target - (js_sys::Date::now() - started)).max(0.0) as u32;
TimeoutFuture::new(if control.playing.get() { wait } else { 50 }).await;
}
});
}
@@ -161,7 +189,7 @@ impl Wgpu {
loadout: &mut Loadout,
data: &RenderData,
profile: bool,
) -> Result<Option<Submission>, String> {
) -> Result<Option<ProfileMap>, String> {
for buffer in loadout.resources.buffers.values() {
if !buffer.sync_each_frame {
continue;
@@ -282,11 +310,7 @@ impl Wgpu {
})
.flatten();
output.present();
let completed = Arc::new(AtomicBool::new(false));
let callback = completed.clone();
self.queue
.on_submitted_work_done(move || callback.store(true, Ordering::Release));
Ok(Some(Submission { completed, profile }))
Ok(profile)
}
}