Expand description
Per-frame profiling data. Backend-agnostic: World::step records each
system’s CPU step time here, the active render backend writes its draw /
GPU stats here, and StatHud reads it back to drive the on-screen HUD.
The debug server’s profile command also reports it for headless
verification.
Structs§
- Frame
Profile - Timing collected for one frame and read back by the profiler overlay.
- Render
Stats - Per-frame render-backend statistics.
Constants§
- MAX_
PASS_ TIMINGS - Maximum number of per-pass GPU timings tracked by
RenderStats. Must be at least the client render graph’sPassIdcount (PASS_COUNT), which the per-pass timing loop iterates; sized with headroom so unused slots carry the""sentinel name and a zero microsecond reading.
Type Aliases§
- Pass
Timing - One per-pass GPU timing measurement: a stable pass name and the GPU microseconds spent in that pass during the most recently completed frame. Empty-string entries are unused slots, not real passes.