Lighting on the GPU in the WebGPU path (t88 phase 2b)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -41,10 +41,13 @@ async function perfRender(lighting, overlays) {
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draw += perfLast.drawWorld / n;
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for (const [key, value] of Object.entries(perfMarks)) marks[key] = (marks[key] || 0) + value / n;
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}
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let light = 0;
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if (!R.gpuOn) {
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for (let k = 0; k < 5; k++) computeLight();
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const l0 = performance.now();
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for (let k = 0; k < n; k++) computeLight();
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const light = (performance.now() - l0) / n;
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light = (performance.now() - l0) / n;
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}
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// Exercise the actual overlay calls and their arguments/conditions in frame().
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PERF_MARKS = false;
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for (let k = 0; k < 5; k++) frame(lastT + 1000 / 60);
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@@ -58,7 +61,7 @@ async function perfRender(lighting, overlays) {
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await GPU.timingPromise;
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PERF_MARKS = true; drawWorld();
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await GPU.timingPromise;
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PERF_MARKS = false; gpu_ms = GPU.gpuMs; marks.gpu = gpu_ms;
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PERF_MARKS = false; gpu_ms = GPU.gpuMs; marks.gpu = gpu_ms; marks.gpuLight = GPU.lightMs;
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}
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return { frame_ms, drawWorld_ms: draw, computeLight_ms: light, marks_ms: marks,
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overlays: Object.fromEntries(Object.entries(data).map(([key, d]) => [key, { ms_per_frame: d.ms / n, calls: d.calls }])),
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