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1e3244db4a
Always-on per-frame ring in the GL renderer: two GL_TIME_ELAPSED queries bracket each frame's scene draws vs the present clear+blit (true GPU time, independent of CPU/GPU overlap), plus SDL perf-counter CPU wall time (present-to-present total, present call). Exposed via the debug server "frame_perf" command, aggregated over the recent ring and split by 4:3 vs native-wide so a 16:9-vs-4:3 A/B reads off one query. Built to answer where a frame goes without guessing. First use proved Tomba's 16:9 village lag is the native-wide DOUBLE-DRAW (every primitive re-issued into the wide FBO), NOT supersampling (SS2==SS1) and NOT the compositor (present_gpu ~1ms): scene_gpu 16:9=28ms vs 4:3=17ms. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>