feat: Add work_time_ms to benchmark logging for load analysis
Track actual work time separately from frame time to determine system load percentage: - work_time_ms: Time spent doing actual work before display() - sleep_time = frame_time_ms - work_time_ms This allows calculating load percentage: load% = (work_time / frame_time) * 100 Example at 60fps with light load: - frame_time: 16.67ms, work_time: 2ms - load: 12%, sleep: 14.67ms 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -16,6 +16,7 @@ void BenchmarkLogger::recordFrame(const ProfilingMetrics& metrics) {
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frame.frame_time_ms = metrics.frameTime;
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frame.fps = metrics.fps;
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frame.work_time_ms = metrics.workTime;
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frame.grid_render_ms = metrics.gridRenderTime;
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frame.entity_render_ms = metrics.entityRenderTime;
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frame.python_time_ms = metrics.pythonScriptTime;
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@ -28,6 +28,7 @@ struct BenchmarkFrame {
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int fps;
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// Detailed timing breakdown
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float work_time_ms; // Actual work time (frame_time - sleep_time)
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float grid_render_ms;
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float entity_render_ms;
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float python_time_ms;
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@ -172,6 +173,7 @@ public:
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file << " \"timestamp_ms\": " << std::fixed << std::setprecision(3) << f.timestamp_ms << ",\n";
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file << " \"frame_time_ms\": " << std::setprecision(3) << f.frame_time_ms << ",\n";
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file << " \"fps\": " << f.fps << ",\n";
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file << " \"work_time_ms\": " << std::setprecision(3) << f.work_time_ms << ",\n";
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file << " \"grid_render_ms\": " << std::setprecision(3) << f.grid_render_ms << ",\n";
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file << " \"entity_render_ms\": " << std::setprecision(3) << f.entity_render_ms << ",\n";
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file << " \"python_time_ms\": " << std::setprecision(3) << f.python_time_ms << ",\n";
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@ -291,6 +291,9 @@ void GameEngine::run()
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ImGui::SFML::Render(*window);
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}
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// Record work time before display (which may block for vsync/framerate limit)
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metrics.workTime = clock.getElapsedTime().asSeconds() * 1000.0f;
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// Display the frame
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if (headless) {
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headless_renderer->display();
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@ -34,6 +34,7 @@ struct ProfilingMetrics {
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float fovOverlayTime = 0.0f; // Time spent rendering FOV overlays (ms)
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float pythonScriptTime = 0.0f; // Time spent in Python callbacks (ms)
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float animationTime = 0.0f; // Time spent updating animations (ms)
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float workTime = 0.0f; // Total work time before display/sleep (ms)
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// Grid-specific metrics
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int gridCellsRendered = 0; // Number of grid cells drawn this frame
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@ -57,8 +57,8 @@ def run_test(runtime):
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# Check frame structure
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frame = data['frames'][0]
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required_fields = ['frame_number', 'timestamp_ms', 'frame_time_ms', 'fps',
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'grid_render_ms', 'entity_render_ms', 'python_time_ms',
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'draw_calls', 'ui_elements', 'logs']
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'work_time_ms', 'grid_render_ms', 'entity_render_ms',
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'python_time_ms', 'draw_calls', 'ui_elements', 'logs']
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for field in required_fields:
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if field not in frame:
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print(f"FAIL: Missing field '{field}' in frame")
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@ -75,7 +75,13 @@ def run_test(runtime):
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print("FAIL: Log message not found in any frame")
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sys.exit(1)
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print(f" First frame FPS: {data['frames'][0]['fps']}")
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# Show timing breakdown
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f0 = data['frames'][0]
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print(f" First frame FPS: {f0['fps']}")
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print(f" Frame time: {f0['frame_time_ms']:.3f}ms, Work time: {f0['work_time_ms']:.3f}ms")
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if f0['frame_time_ms'] > 0:
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load_pct = (f0['work_time_ms'] / f0['frame_time_ms']) * 100
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print(f" Load: {load_pct:.1f}% (sleep time: {f0['frame_time_ms'] - f0['work_time_ms']:.3f}ms)")
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print(f" Log messages captured: Yes")
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# Clean up
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