@zkmake/three-meter 0.6.0 → 0.8.0
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 +120 -64
- package/dist/index.d.ts +2 -2
- package/dist/index.js +1 -1
- package/dist/{mount-perf-hud-C5wdjgmM.js → mount-perf-hud-B_cmTG2M.js} +390 -39
- package/dist/mount-perf-hud-B_cmTG2M.js.map +1 -0
- package/dist/{mount-perf-hud-CmINOH3T.d.ts → mount-perf-hud-DkSNfZmB.d.ts} +60 -3
- package/dist/{performance-monitor-CBN05_BC.d.ts → performance-monitor-DgHxeQ2X.d.ts} +42 -2
- package/dist/{performance-monitor-yxsxs57v.js → performance-monitor-DsBp13ts.js} +204 -1
- package/dist/performance-monitor-DsBp13ts.js.map +1 -0
- package/dist/react.d.ts +6 -5
- package/dist/react.js +14 -5
- package/dist/react.js.map +1 -1
- package/dist/styles.css +99 -5
- package/dist/ui.d.ts +4 -4
- package/dist/ui.js +2 -2
- package/package.json +1 -1
- package/dist/mount-perf-hud-C5wdjgmM.js.map +0 -1
- package/dist/performance-monitor-yxsxs57v.js.map +0 -1
package/README.md
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# @zkmake/three-meter
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Frame metrics for a three.js renderer: FPS, CPU
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Frame metrics for a three.js renderer, with a small dockable HUD: FPS, CPU and GPU time, stutter
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(1% low, p99 frame time, hitches), draw calls, render passes, triangles, and the geometries,
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textures and shaders in GPU memory. Zero dependencies. Works with `WebGLRenderer` and
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`WebGPURenderer`, with or without React.
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```sh
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bun add -d @zkmake/three-meter # or npm i -D / pnpm add -D
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```
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Live demo: [three-meter.pages.dev](https://three-meter.pages.dev/), with a vanilla three and a
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React Three Fiber take on the same scene. Add `?webgpu` for the WebGPU renderer and `?count=
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load the scene up.
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React Three Fiber take on the same scene. Add `?webgpu` for the WebGPU renderer and `?count=30000` to
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load the scene up past the demo's triangle budget.
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<p align="center">
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<img
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src="https://raw.githubusercontent.com/zkmake/three-meter/main/docs/hud-full.png"
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width="320"
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alt="The HUD in full mode, dark theme. Option rows for theme (light, system, dark), dim on leave, explain metrics and a copy-report button; FPS, CPU and GPU sparklines with live values; then one row per metric, each with an icon, its value and a checkbox choosing whether the compact card shows it (FPS, calls, CPU, GPU, 1% low, frame p99, hitches, triangles, lines, points, render passes, geometries, textures, shaders); and a footer with the three-meter version, the three revision, a WebGL2 backend badge and the GPU name. Two discs beside it: a drag grip and the compact/full toggle."
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alt="The HUD in full mode, dark theme. Option rows for theme (light, system, dark), dim on leave, explain metrics and a copy-report button; FPS, CPU and GPU sparklines with live values, the FPS graph showing a dashed budget line; then one row per metric, each with an icon, its value and a checkbox choosing whether the compact card shows it (FPS, calls, CPU, GPU, 1% low, frame p99, hitches, triangles, lines, points, render passes, geometries, textures, shaders), with the triangle count in amber for being over its budget; and a footer with the three-meter version, the three revision, a WebGL2 backend badge and the GPU name. Two discs beside it: a drag grip and the compact/full toggle."
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/>
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</p>
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- **Spot problems at a glance.** Values past their budget turn amber, and every metric explains
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itself on hover, so you don't need to know what a p99 is to see that one is bad.
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- **See stutter, not just averages.** 1% low, p99 frame time and hitch counts catch the frame that
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drops every few seconds while the FPS average still reads 60.
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- **Real GPU time** from timer queries on WebGPU, and on WebGL in Chrome and Edge, not an estimate
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from frame intervals.
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- **Find what's expensive.** A breakdown of draw calls and triangles by mesh and material shows
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which objects to instance or merge.
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- **One-click bug reports.** Copy versions, backend, GPU and the current numbers as Markdown.
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- **Stays out of the way.** The sampler and the card are separate components, so toggling the HUD
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never remounts your canvas. The card docks to a screen edge, remembers where you put it, and hides
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its controls until the pointer comes near.
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## Entry points
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| `parent` | `document.body` | Where the host element is appended. |
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| `injectStyles` | `true` | Append the stylesheet once per document. |
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| `refreshHz` | `10` | Repaint rate. |
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| `budgets` | timing defaults | Limits past which a value turns amber. See [Budgets](#budgets). |
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| `label` | `"Performance"` | Accessible name of the panel. |
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`PerformanceMonitor` and `PerfSampler` take `trackGPU` (default true), `gpuQueryPoolSize` (default 5),
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`historySize` (default 120) and `frameStatsSize` (default 1000).
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## Theme
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The HUD ships a dark and a light palette. Two layers decide which shows:
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1. **The panel's own pick.** The full view has a light / system / dark row. A pick there is kept
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with the other settings under `storageKey` and wins while set.
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2. **Your `theme` option.** `dark`, `light`, or `system` (the default), which follows the OS and
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switches when it does. Applies whenever the person using the HUD hasn't picked anything.
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Change your layer later from the handle, or from the `PerfHud` prop in React, which applies without
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remounting:
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```ts
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const hud = mountPerfHud(monitor, { theme: "system" });
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hud.setTheme("light"); // your layer: "dark" | "light" | "system"
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hud.getTheme(); // your layer, as asked for
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hud.settings.theme; // the panel's pick, or null
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hud.settings.setTheme(null); // clear the pick so your layer applies again
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hud.theme.effective; // whichever layer is in force
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hud.theme.resolved; // "dark" | "light", what is on screen right now
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hud.theme.subscribe(() => syncMyPageWith(hud.theme.resolved));
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```
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The resolved theme lands on `data-theme` of `.perf-hud` and `.perf-monitor`. To restyle either
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palette, override the `--perf-*` custom properties (`bg`, `fg`, `fg-dim`, `muted`, `row`,
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`border`, `accent`, `shadow`) on those selectors.
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## GPU timing
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On WebGL2 the monitor uses `EXT_disjoint_timer_query_webgl2`, which Chrome and Edge expose. Safari
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and Firefox don't, so the GPU row shows `—` and `sample.gpu.available` is `false`.
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On WebGPU, construct the renderer with `trackTimestamp: true`. Timings resolve a frame or two late.
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## Environment
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The full view's footer has two rows: the three-meter version (linked to its release notes) and the
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three revision, then the backend and the GPU name. An amber `WebGL2 fallback` badge means
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`WebGPURenderer` couldn't get WebGPU. Its checkbox (off by default) shows the footer in the compact
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HUD too. The same data is on the monitor:
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```ts
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monitor.getEnvironment();
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// { three: "186", backend: "webgpu", fallback: false, gpu: "Apple metal-3" }
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```
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`backend` is `null` until `WebGPURenderer.init()` settles. `gpu` comes from WebGPU's adapter info or
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WebGL's unmasked renderer string, and is `null` where the browser hides it. Chrome's WebGPU gives
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vendor and architecture, not the model.
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## Reading the panel
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Every row has an icon, its value, and a checkbox on the right that puts it in the compact HUD. Hover
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// { frames: 1000, lowFps: 97.6, p99Ms: 10.2, hitches: 3 }
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```
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## Budgets
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A value past its budget turns amber in the full view and the compact HUD, and its tooltip names the
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budget. The FPS, CPU and GPU graphs draw the budget as a dashed line once the series reaches it; the
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scale never stretches to fit it, so a quiet graph keeps its detail.
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Timing budgets come from `targetFps` (60 by default): FPS at least 95% of it, 1% low at least half,
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CPU and GPU within one frame (16.7 ms), frame p99 within one and a half. Counts have no default,
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since what's reasonable depends on the scene. Set your own:
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```ts
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mountPerfHud(monitor, { budgets: { targetFps: 120, calls: 500, triangles: 2_000_000 } });
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hud.setBudgets({ gpu: null }); // null drops a default; false drops them all
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```
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`PerfHud` takes the same `budgets` prop and applies changes live.
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## Top costs
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The HUD tells you there are 400 draw calls; **top costs** tells you which objects they come from.
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Tick it in the full view for the five biggest costs in the main render pass, grouped by **meshes** or
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**materials**, sorted by draw calls or triangles. Click a row to log its three objects to the
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console.
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```text
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calls tris
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tree ×300 300 9,600 ← 300 separate meshes: instance or merge them
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house 6 12 ← one draw per material in the array
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dome 2 7,936 ← transparent and double-sided draws twice
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grass ×20,000 1 40,000 ← already instanced
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```
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Meshes with the same name and geometry share a row, so unmerged copies stand out. The numbers are
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estimated from the scene graph the way three walks it: hidden objects, other layers and anything
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outside the camera's frustum are left out. Against three's own `renderer.info` on a test scene they
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matched exactly. Shadow maps and post-processing passes aren't included; the main pass is the render
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call that drew the most, so a full-screen quad rendered last doesn't stand in for the scene. It
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walks the scene only while open, twice a second.
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```ts
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monitor.getSceneCost();
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// { calls: 309, triangles: 57548, meshes: [{ label: "tree", calls: 300, … }, …], materials: […] }
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```
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## Bug reports
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The **report** row's copy button puts a Markdown snapshot on the clipboard: versions, backend, GPU,
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the current metrics, the stutter stats, the viewport and the user agent. Paste it into an issue.
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the current metrics, the stutter stats, the top three meshes, the viewport and the user agent. Paste it into an issue.
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`formatReport(monitor)` from `@zkmake/three-meter/ui` returns the same text.
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```text
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three-meter v0.
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three-meter v0.7.0 · three r186 · WebGL2 · Apple M4 Max
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FPS 120 · 1% low 98 · p99 10.2 ms · hitches 3 / 1,000 frames
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CPU 0.2 ms · GPU 0.7 ms
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Calls 1 · passes 1 · triangles 24,000 · lines 0 · points 0
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Geometries 1 · textures 1 · shaders 1
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Top: tree ×300 (300 calls, 9,600 tris) · house (6 calls, 12 tris) · dome (2 calls, 7,936 tris)
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Viewport 1280×720 @2x
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Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) …
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```
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## Environment
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The full view's footer has two rows: the three-meter version (linked to its release notes) and the
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three revision, then the backend and the GPU name. An amber `WebGL2 fallback` badge means
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`WebGPURenderer` couldn't get WebGPU. Its checkbox (off by default) shows the footer in the compact
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HUD too. The same data is on the monitor:
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```ts
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monitor.getEnvironment();
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// { three: "186", backend: "webgpu", fallback: false, gpu: "Apple metal-3" }
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```
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`backend` is `null` until `WebGPURenderer.init()` settles. `gpu` comes from WebGPU's adapter info or
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WebGL's unmasked renderer string, and is `null` where the browser hides it. Chrome's WebGPU gives
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vendor and architecture, not the model.
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## GPU timing
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On WebGL2 the monitor uses `EXT_disjoint_timer_query_webgl2`, which Chrome and Edge expose. Safari
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and Firefox don't, so the GPU row shows `—` and `sample.gpu.available` is `false`.
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On WebGPU, construct the renderer with `trackTimestamp: true`. Timings resolve a frame or two late.
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## Theme
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The HUD ships a dark and a light palette. Two layers decide which shows:
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1. **The panel's own pick.** The full view has a light / system / dark row. A pick there is kept
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with the other settings under `storageKey` and wins while set.
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2. **Your `theme` option.** `dark`, `light`, or `system` (the default), which follows the OS and
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switches when it does. Applies whenever the person using the HUD hasn't picked anything.
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Change your layer later from the handle, or from the `PerfHud` prop in React, which applies without
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remounting:
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```ts
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const hud = mountPerfHud(monitor, { theme: "system" });
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hud.setTheme("light"); // your layer: "dark" | "light" | "system"
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hud.getTheme(); // your layer, as asked for
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hud.settings.theme; // the panel's pick, or null
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hud.settings.setTheme(null); // clear the pick so your layer applies again
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hud.theme.effective; // whichever layer is in force
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hud.theme.resolved; // "dark" | "light", what is on screen right now
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hud.theme.subscribe(() => syncMyPageWith(hud.theme.resolved));
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```
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The resolved theme lands on `data-theme` of `.perf-hud` and `.perf-monitor`. To restyle either
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palette, override the `--perf-*` custom properties (`bg`, `fg`, `fg-dim`, `muted`, `row`,
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`border`, `accent`, `warn`, `shadow`) on those selectors. `warn` is the over-budget amber.
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## Examples
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[`examples/site`](examples/site) is what runs at [three-meter.pages.dev](https://three-meter.pages.dev/):
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one Vite app with both integrations of the same scene, swapped from the header.
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[`src/demos/vanilla.ts`](examples/site/src/demos/vanilla.ts) is plain three with `mountPerfHud`;
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[`src/demos/r3f.tsx`](examples/site/src/demos/r3f.tsx) is React Three Fiber with `PerfSampler` and
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`PerfHud`.
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scene. The header's theme toggle sets the page theme and the HUD's `theme` layer together; the row
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`PerfHud`. Both set a 250K triangle budget on top of the timing defaults. `?r3f` opens on Fiber,
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`?webgpu` uses `WebGPURenderer` in either, `?count=` scales the scene. The header's theme toggle sets the page theme and the HUD's `theme` layer together; the row
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inside the panel overrides the HUD alone. Run `bun run dev` inside it.
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## Shipping it
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package/dist/index.d.ts
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import { a as
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import { a as GpuTiming, c as RenderBackend, d as Sample, f as SceneCost, i as FrameStats, l as RenderCounts, n as CostEntry, o as PerfRenderer, p as TimingMetric, r as Environment, s as PerformanceMonitorOptions, t as PerformanceMonitor, u as ResourceCounts } from "./performance-monitor-DgHxeQ2X.js";
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//#region src/core/ring-buffer.d.ts
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*/
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33
33
|
declare function wrapAnimationLoop<Args extends unknown[]>(monitor: PerformanceMonitor, loop: AnimationLoop<Args>): AnimationLoop<Args>;
|
|
34
34
|
//#endregion
|
|
35
|
-
export { type Environment, type FrameStats, type GpuTiming, type PerfRenderer, PerformanceMonitor, type PerformanceMonitorOptions, type RenderBackend, type RenderCounts, type ResourceCounts, RingBuffer, type Sample, type TimingMetric, wrapAnimationLoop };
|
|
35
|
+
export { type CostEntry, type Environment, type FrameStats, type GpuTiming, type PerfRenderer, PerformanceMonitor, type PerformanceMonitorOptions, type RenderBackend, type RenderCounts, type ResourceCounts, RingBuffer, type Sample, type SceneCost, type TimingMetric, wrapAnimationLoop };
|
|
36
36
|
//# sourceMappingURL=index.d.ts.map
|
package/dist/index.js
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { n as RingBuffer, t as PerformanceMonitor } from "./performance-monitor-
|
|
1
|
+
import { n as RingBuffer, t as PerformanceMonitor } from "./performance-monitor-DsBp13ts.js";
|
|
2
2
|
//#region src/core/wrap-animation-loop.ts
|
|
3
3
|
/**
|
|
4
4
|
* Wrap a `renderer.setAnimationLoop` callback so each tick is one frame:
|