Files
iw4L/docs
vtroc c72783395d Charge a span to the frame it ran in, and prepare an image variant once.
A 47.78 ms frame reported a 36.35 ms `Load` inside an `Update` its own row
implied was 11.87 ms, and 364 frames summed their root spans to more than their
own wall. Three mistakes stacked: a span was credited to whichever frame was
open when it *closed*, its parent was whichever span had opened most recently
anywhere in the process, and the remainder was a sum of overlapping intervals
clamped at zero.

Now a span is charged by intersection with the frame's wall, and what it ran
before the frame opened is `carried_in_ns` rather than nothing. Nesting comes
from a thread-local stack, so the render thread no longer adopts the main
thread's spans, and a close out of order is counted. `unclassified` is wall
minus the union of the root intervals, which cannot go negative and counts two
threads inside one nanosecond once. The report prints how many frames still
hold a span longer than its parent.

`present_hud_surfaces` and `present_hud_stage_max` measured wall *between*
systems, which `.chain()` leaves the executor free to fill. They are renamed
`*_schedule_interval`, tabled apart, and given a number that is the HUD's:
`hud_tess_body`, taken inside the tess flush bodies, with `hud_tess_jobs`
beside it. The screenshot flag now stays up through the readback, the encode
and the write instead of only while the request queues.

An image decode gains an identity — the resolved IWD candidate list plus the
recipe bits that change the payload — so two plans that would prepare the same
bytes share one decode through a registry of weak handles, and a claim the
merge drops is reported as the same variant twice or as another game's
different image under the same name. Merge precedence and the final content are
untouched. The load job row splits budget wait from decode, renames
`join_wait_ms` to what it measures, and carries `produced_bytes`; the budget
wait is bounded so it cannot outlive a join order that stops guaranteeing
progress. The manifest walks the nested artifact cache instead of reading zero
files from its top directory, and prints the viewport the passes were sized by
beside the surface.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 21:19:25 +03:00
..