@zkmake/three-meter 0.3.2 → 0.4.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +16 -0
- package/dist/index.d.ts +2 -2
- package/dist/index.js +1 -1
- package/dist/{mount-perf-hud-CX9DrxjA.js → mount-perf-hud-Rf98QNxM.js} +162 -3
- package/dist/mount-perf-hud-Rf98QNxM.js.map +1 -0
- package/dist/{mount-perf-hud-FmunHhel.d.ts → mount-perf-hud-v6kLGJUX.d.ts} +16 -2
- package/dist/{performance-monitor-CdaU8Dsv.d.ts → performance-monitor-Br7x3cPt.d.ts} +22 -2
- package/dist/{performance-monitor-D_v7W312.js → performance-monitor-C8dhWJWR.js} +105 -1
- package/dist/performance-monitor-C8dhWJWR.js.map +1 -0
- package/dist/react.d.ts +2 -2
- package/dist/react.js +2 -2
- package/dist/styles.css +76 -1
- package/dist/ui.d.ts +2 -2
- package/dist/ui.js +1 -1
- package/package.json +1 -1
- package/dist/mount-perf-hud-CX9DrxjA.js.map +0 -1
- package/dist/performance-monitor-D_v7W312.js.map +0 -1
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{"version":3,"file":"performance-monitor-D_v7W312.js","names":[],"sources":["../src/core/gpu-timer.ts","../src/core/ring-buffer.ts","../src/core/performance-monitor.ts"],"sourcesContent":["/**\n * Real GPU frame timing.\n *\n * WebGPU: Three's `trackTimestamp` + `resolveTimestampsAsync` (ms, a frame or\n * two late). Never calls `getExtension`: that is what remounted the canvas.\n *\n * WebGL2 fallback (Safari without WebGPU, or a forced GL backend):\n * `EXT_disjoint_timer_query_webgl2`, same pool-of-queries pattern as the\n * platform-typing monitor.\n */\nimport type { PerfRenderer } from \"./types.ts\";\n\ntype DisjointTimerQueryExt = {\n readonly GPU_DISJOINT_EXT: number;\n readonly TIME_ELAPSED_EXT: number;\n};\n\nclass GpuTimer {\n private lastMs = 0;\n private readonly webgpu: PerfRenderer | null;\n private webgpuInFlight = false;\n private readonly gl: WebGL2RenderingContext | null;\n private readonly ext: DisjointTimerQueryExt | null;\n private readonly free: WebGLQuery[] = [];\n private readonly pending: WebGLQuery[] = [];\n private active: WebGLQuery | null = null;\n\n private constructor(\n webgpu: PerfRenderer | null,\n gl: WebGL2RenderingContext | null,\n ext: DisjointTimerQueryExt | null,\n poolSize: number,\n ) {\n this.webgpu = webgpu;\n this.gl = gl;\n this.ext = ext;\n\n if (!gl) {\n return;\n }\n\n for (let index = 0; index < poolSize; index += 1) {\n const query = gl.createQuery();\n\n if (query) {\n this.free.push(query);\n }\n }\n }\n\n static create(renderer: PerfRenderer, poolSize: number): GpuTimer | null {\n const backend = renderer.backend as { trackTimestamp?: boolean } | undefined;\n\n if (backend?.trackTimestamp && renderer.resolveTimestampsAsync) {\n return new GpuTimer(renderer, null, null, poolSize);\n }\n\n const context = renderer.getContext?.();\n\n if (!(context instanceof WebGL2RenderingContext)) {\n return null;\n }\n\n const ext = context.getExtension(\n \"EXT_disjoint_timer_query_webgl2\",\n ) as DisjointTimerQueryExt | null;\n\n return ext ? new GpuTimer(null, context, ext, poolSize) : null;\n }\n\n begin() {\n if (this.webgpu || !this.gl || !this.ext) {\n return;\n }\n\n const query = this.free.pop();\n\n if (!query) {\n this.active = null;\n\n return;\n }\n\n this.active = query;\n this.gl.beginQuery(this.ext.TIME_ELAPSED_EXT, query);\n }\n\n end() {\n if (this.webgpu || !this.gl || !this.ext || !this.active) {\n return;\n }\n\n this.gl.endQuery(this.ext.TIME_ELAPSED_EXT);\n this.pending.push(this.active);\n this.active = null;\n }\n\n poll() {\n if (this.webgpu) {\n this.pollWebgpu();\n\n return;\n }\n\n this.pollWebgl();\n }\n\n getMs() {\n return this.lastMs;\n }\n\n dispose() {\n if (this.gl && this.ext && this.active) {\n this.gl.endQuery(this.ext.TIME_ELAPSED_EXT);\n this.active = null;\n }\n\n if (this.gl) {\n for (const query of this.free) {\n this.gl.deleteQuery(query);\n }\n\n for (const query of this.pending) {\n this.gl.deleteQuery(query);\n }\n }\n\n this.free.length = 0;\n this.pending.length = 0;\n }\n\n private pollWebgpu() {\n const resolve = this.webgpu?.resolveTimestampsAsync;\n\n if (!resolve || this.webgpuInFlight) {\n return;\n }\n\n this.webgpuInFlight = true;\n\n void resolve\n .call(this.webgpu, \"render\")\n .then((ms) => {\n if (typeof ms === \"number\" && Number.isFinite(ms)) {\n this.lastMs = ms;\n }\n\n this.webgpuInFlight = false;\n })\n .catch(() => {\n this.webgpuInFlight = false;\n });\n }\n\n private pollWebgl() {\n if (!this.gl || !this.ext) {\n return;\n }\n\n const disjoint = this.gl.getParameter(this.ext.GPU_DISJOINT_EXT) as boolean;\n\n if (disjoint) {\n while (this.pending.length > 0) {\n this.free.push(this.pending.shift()!);\n }\n\n return;\n }\n\n while (this.pending.length > 0) {\n const query = this.pending[0]!;\n const ready = this.gl.getQueryParameter(query, this.gl.QUERY_RESULT_AVAILABLE) as boolean;\n\n if (!ready) {\n break;\n }\n\n this.pending.shift();\n const ns = this.gl.getQueryParameter(query, this.gl.QUERY_RESULT) as number;\n this.lastMs = ns / 1e6;\n this.free.push(query);\n }\n }\n}\n\nexport { GpuTimer };\n","/**\n * Fixed-capacity numeric ring buffer. Backs the per-frame timing history the\n * view reads to draw sparklines. Push is O(1); `toArray()` returns values in\n * chronological (oldest → newest) order.\n */\nclass RingBuffer {\n private readonly data: Float32Array;\n private readonly capacity: number;\n private head = 0;\n private count = 0;\n\n constructor(capacity: number) {\n this.capacity = capacity;\n this.data = new Float32Array(capacity);\n }\n\n push(value: number) {\n this.data[this.head] = value;\n this.head = (this.head + 1) % this.capacity;\n\n if (this.count < this.capacity) {\n this.count += 1;\n }\n }\n\n /** Values oldest → newest. Length grows up to capacity as samples accumulate. */\n toArray(): number[] {\n const out = Array.from<number>({ length: this.count });\n const start = (this.head - this.count + this.capacity) % this.capacity;\n\n for (let index = 0; index < this.count; index += 1) {\n out[index] = this.data[(start + index) % this.capacity]!;\n }\n\n return out;\n }\n\n clear() {\n this.head = 0;\n this.count = 0;\n }\n}\n\nexport { RingBuffer };\n","import { GpuTimer } from \"./gpu-timer.ts\";\nimport { RingBuffer } from \"./ring-buffer.ts\";\nimport type { PerfRenderer, PerformanceMonitorOptions, Sample, TimingMetric } from \"./types.ts\";\n\nconst DEFAULT_GPU_POOL_SIZE = 5;\n/** One monitor per renderer: a second would stack the `render` patch and double-count passes. */\nconst ATTACHED = new WeakSet<PerfRenderer>();\nconst DEFAULT_HISTORY_SIZE = 120;\nconst FPS_SMOOTHING = 0.1;\n/**\n * A frame interval past this is a stall (hidden tab, breakpoint, laptop lid),\n * not a slow frame. It is left out of FPS so one gap doesn't flatten the\n * graph's scale for the whole history window.\n */\nconst STALL_MS = 1000;\n\nconst frameCalls = (info: PerfRenderer[\"info\"]) => info.render.drawCalls ?? info.render.calls;\n\nconst programCount = (info: PerfRenderer[\"info\"]) =>\n info.memory.programs ?? info.programs?.length ?? 0;\n\n/**\n * Collector of three.js frame metrics. Bracket each frame with {@link begin}/\n * {@link end}, or let {@link wrapAnimationLoop} or the R3F `PerfSampler` do it.\n * Works on WebGPURenderer (drawCalls, memory.programs, timestamp queries) and\n * on a WebGL renderer (calls, programs[], timer-query ext).\n *\n * While attached, `renderer.info.autoReset` is off and `info` is reset in\n * {@link begin}; host code that reads `renderer.info` mid-frame sees this\n * frame's counts only. {@link dispose} restores both.\n *\n * CPU time runs from {@link begin} to the return of the frame's last\n * `render()` call, which the `render` patch stamps. So it holds even when\n * {@link end} is only reached on the next tick, as in the R3F sampler: it is\n * the JS work of the frame, not the interval to the next one.\n */\nclass PerformanceMonitor {\n private readonly renderer: PerfRenderer;\n private readonly gpuTimer: GpuTimer | null;\n private readonly originalRender: PerfRenderer[\"render\"];\n private renderPasses = 0;\n private lastRenderEndAt: number | null = null;\n private readonly fpsHistory: RingBuffer;\n private readonly cpuHistory: RingBuffer;\n private readonly gpuHistory: RingBuffer;\n private cpuStart = 0;\n private lastBeginAt: number | null = null;\n private frameFps = 0;\n private smoothedFps = 0;\n private sample: Sample;\n\n constructor(options: PerformanceMonitorOptions) {\n const {\n renderer,\n trackGPU = true,\n gpuQueryPoolSize = DEFAULT_GPU_POOL_SIZE,\n historySize = DEFAULT_HISTORY_SIZE,\n } = options;\n\n if (ATTACHED.has(renderer)) {\n throw new Error(\n \"three-meter: a PerformanceMonitor is already attached to this renderer. dispose() it first.\",\n );\n }\n\n ATTACHED.add(renderer);\n this.renderer = renderer;\n renderer.info.autoReset = false;\n this.originalRender = renderer.render;\n\n renderer.render = (...args: never[]) => {\n this.renderPasses += 1;\n\n try {\n return this.originalRender.apply(renderer, args);\n } finally {\n this.lastRenderEndAt = performance.now();\n }\n };\n\n this.gpuTimer = trackGPU ? GpuTimer.create(renderer, gpuQueryPoolSize) : null;\n this.fpsHistory = new RingBuffer(historySize);\n this.cpuHistory = new RingBuffer(historySize);\n this.gpuHistory = new RingBuffer(historySize);\n this.sample = this.buildEmptySample();\n }\n\n begin() {\n const now = performance.now();\n\n if (this.lastBeginAt !== null) {\n const frameMs = now - this.lastBeginAt;\n\n // A stall keeps the previous reading rather than logging a near-zero frame.\n if (frameMs > 0 && frameMs <= STALL_MS) {\n this.frameFps = 1000 / frameMs;\n }\n }\n\n this.lastBeginAt = now;\n this.cpuStart = now;\n this.lastRenderEndAt = null;\n this.renderPasses = 0;\n this.renderer.info.reset();\n this.gpuTimer?.begin();\n }\n\n end() {\n const now = performance.now();\n // Without a render this frame there is nothing better than \"until end()\".\n const cpu = (this.lastRenderEndAt ?? now) - this.cpuStart;\n\n this.gpuTimer?.end();\n this.gpuTimer?.poll();\n\n const gpuMs = this.gpuTimer?.getMs() ?? 0;\n\n this.smoothedFps =\n this.smoothedFps === 0\n ? this.frameFps\n : this.smoothedFps + (this.frameFps - this.smoothedFps) * FPS_SMOOTHING;\n\n this.fpsHistory.push(this.frameFps);\n this.cpuHistory.push(cpu);\n this.gpuHistory.push(gpuMs);\n\n const info = this.renderer.info;\n\n this.sample = Object.freeze({\n cpu,\n fps: this.smoothedFps,\n gpu: { available: this.gpuTimer !== null, ms: gpuMs },\n render: {\n calls: frameCalls(info),\n lines: info.render.lines,\n passes: this.renderPasses,\n points: info.render.points,\n triangles: info.render.triangles,\n },\n resources: {\n geometries: info.memory.geometries,\n programs: programCount(info),\n textures: info.memory.textures,\n },\n });\n }\n\n getSample(): Sample {\n return this.sample;\n }\n\n getHistory(metric: TimingMetric): readonly number[] {\n switch (metric) {\n case \"fps\":\n return this.fpsHistory.toArray();\n case \"cpu\":\n return this.cpuHistory.toArray();\n case \"gpu\":\n return this.gpuHistory.toArray();\n }\n }\n\n dispose() {\n ATTACHED.delete(this.renderer);\n this.renderer.info.autoReset = true;\n this.renderer.render = this.originalRender;\n this.gpuTimer?.dispose();\n this.fpsHistory.clear();\n this.cpuHistory.clear();\n this.gpuHistory.clear();\n }\n\n private buildEmptySample(): Sample {\n return Object.freeze({\n cpu: 0,\n fps: 0,\n gpu: { available: this.gpuTimer !== null, ms: 0 },\n render: { calls: 0, lines: 0, passes: 0, points: 0, triangles: 0 },\n resources: { geometries: 0, programs: 0, textures: 0 },\n });\n }\n}\n\nexport { PerformanceMonitor 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