feat: RenderGraph GPU timestamp profiling
- RG::SetQueryPool 可选注入;Execute 期每 pass 前后各写一枚 writeTimestamp2(BOTTOM_OF_PIPE),索引按帧槽位分区 + 执行序排布 - 每帧录制开头 reset 本槽位查询区间(上一轮结果已在 fence 等待后读取) - Renderer 在 WaitFence 后读 64bit 结果换算毫秒(timestampPeriod 缓存), 经 GetPassNames/GetPassGpuMs 透出给 ImGui 面板显示 - 每槽位首帧跳过读取(查询尚未 primed,避免 VUID-09401)
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@@ -154,6 +154,15 @@ protected:
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renderer.SetBloomStrength(strength);
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}
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// Pass 级 GPU 耗时(RG timestamp)
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ImGui::Separator();
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ImGui::Text("GPU Timings");
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const auto& names = renderer.GetPassNames();
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const auto& times = renderer.GetPassGpuMs();
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for (size_t i = 0; i < names.size() && i < times.size(); ++i) {
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ImGui::Text(" %-12s %.3f ms", names[i].c_str(), times[i]);
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}
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ImGui::Separator();
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ImGui::Text("fps: %.1f frame: %llu",
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1.0f / GetDeltaTime(),
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@@ -227,6 +227,13 @@ namespace Engine::RG {
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// 每帧执行:按编译好的顺序录命令。要求 cmd 处于 recording 状态。
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void Execute(const FrameContext& frame);
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// GPU timestamp(可选):注入 pool 后,每个 pass 前后各写一枚
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// 时间戳,索引 = frameSlot * queriesPerFrame + 执行序位置 * 2。
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// pool 由调用方创建(容量 ≥ framesInFlight × queriesPerFrame),
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// 读取由调用方在本槽位 fence 等待之后进行。
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void SetQueryPool(vk::QueryPool pool, u32 queriesPerFrame);
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std::vector<std::string> GetPassNames() const;
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// ---- 统计 ----
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u32 GetPassCount() const;
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@@ -276,6 +283,10 @@ namespace Engine::RG {
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// 拓扑排序后的执行序(存 pass 下标)
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std::vector<u32> m_ExecutionOrder;
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// GPU timestamp(可选注入)
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vk::QueryPool m_QueryPool{};
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u32 m_QueriesPerFrame = 0;
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// 物理资源池:key = (format, extent, usage),value = 空闲镜像列表
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struct PoolKey {
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u32 format;
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@@ -65,6 +65,7 @@ namespace Engine {
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void HandleResize();
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void UpdateShadowDescriptors();
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void UpdateFullscreenDescriptors();
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void ReadGpuTimes(u32 frameSlot);
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Window& m_Window;
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@@ -136,6 +137,14 @@ namespace Engine {
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f32 m_BloomThreshold = 1.0f; // HDR 域亮度阈值
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f32 m_BloomStrength = 0.8f; // 叠加强度
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// GPU timestamp(pass 级耗时,ImGui 可读)
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vk::QueryPool m_QueryPool;
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u32 m_QueriesPerFrame = 0; // 每帧槽位的查询数 = pass 数 × 2
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f32 m_TimestampPeriod = 1.0f; // ns/tick(设备属性缓存)
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std::vector<std::string> m_PassNames; // 执行序 pass 名
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std::vector<f32> m_PassGpuMs; // 最近一帧各 pass 耗时
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bool m_TimesPrimed[2] = {false, false}; // 每槽位首帧跳过读取
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public:
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f32 GetExposure() const { return m_Exposure; }
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void SetExposure(f32 e) { m_Exposure = e; }
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@@ -146,6 +155,10 @@ namespace Engine {
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f32 GetBloomStrength() const { return m_BloomStrength; }
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void SetBloomStrength(f32 v) { m_BloomStrength = v; }
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// pass 级 GPU 耗时(最近完成帧,毫秒;与 GetPassGpuMs 下标对应)
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const std::vector<std::string>& GetPassNames() const { return m_PassNames; }
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const std::vector<f32>& GetPassGpuMs() const { return m_PassGpuMs; }
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private:
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vk::Extent2D m_Extent{};
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@@ -607,14 +607,46 @@ namespace Engine::RG {
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return entry.physical[frameSlot]->view;
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}
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void RenderGraph::SetQueryPool(vk::QueryPool pool, u32 queriesPerFrame)
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{
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m_QueryPool = pool;
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m_QueriesPerFrame = queriesPerFrame;
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}
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std::vector<std::string> RenderGraph::GetPassNames() const
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{
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std::vector<std::string> names;
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names.reserve(m_ExecutionOrder.size());
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for (const u32 passIdx : m_ExecutionOrder) {
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names.push_back(m_Passes[passIdx].name);
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}
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return names;
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}
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// ---------- 执行 ----------
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void RenderGraph::Execute(const FrameContext& frame)
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{
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// GPU timestamp:可选。池由 Renderer 创建注入;每帧开头重置本槽位
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// 区间(上一轮结果已在 fence 等待后被读取),每个 pass 前后各一枚
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// 时间戳(BOTTOM_OF_PIPE),索引按执行序排布
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u32 tsPos = 0;
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if (m_QueryPool) {
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frame.cmd.resetQueryPool(m_QueryPool,
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frame.frameSlot * m_QueriesPerFrame,
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m_QueriesPerFrame);
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}
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for (const u32 passIdx : m_ExecutionOrder) {
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auto& pass = m_Passes[passIdx];
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if (pass.culled) continue;
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if (m_QueryPool) {
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frame.cmd.writeTimestamp2(
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vk::PipelineStageFlagBits2::eBottomOfPipe,
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m_QueryPool, frame.frameSlot * m_QueriesPerFrame + tsPos * 2);
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}
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// barrier:按槽位状态挑选变体,批量提交
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m_ScratchBarriers.clear();
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for (const auto& bp : pass.barriers) {
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@@ -652,6 +684,13 @@ namespace Engine::RG {
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ctx.graph = this;
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pass.exec(ctx);
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}
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if (m_QueryPool) {
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frame.cmd.writeTimestamp2(
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vk::PipelineStageFlagBits2::eBottomOfPipe,
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m_QueryPool, frame.frameSlot * m_QueriesPerFrame + tsPos * 2 + 1);
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}
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++tsPos;
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}
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}
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@@ -258,6 +258,19 @@ namespace Engine
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UpdateShadowDescriptors();
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UpdateFullscreenDescriptors();
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// 12. GPU timestamp:每 pass 两枚(前后),按帧槽位分区
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m_QueriesPerFrame = static_cast<u32>(m_RenderGraph->GetPassCount()) * 2;
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m_PassNames = m_RenderGraph->GetPassNames();
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m_PassGpuMs.assign(m_RenderGraph->GetPassCount(), 0.0f);
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vk::QueryPoolCreateInfo qpInfo;
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qpInfo.setQueryType(vk::QueryType::eTimestamp)
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.setQueryCount(m_QueriesPerFrame * kMaxFramesInFlight);
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m_QueryPool = m_Device->GetDevice().createQueryPool(qpInfo);
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m_RenderGraph->SetQueryPool(m_QueryPool, m_QueriesPerFrame);
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m_TimestampPeriod = static_cast<f32>(
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m_Device->GetPhysicalDevice().getProperties().limits.timestampPeriod);
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ENGINE_INFO("Renderer initialized");
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}
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@@ -294,6 +307,9 @@ namespace Engine
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vkDevice.destroySampler(m_ShadowSampler);
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vkDevice.destroySampler(m_TonemapSampler);
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if (m_QueryPool) {
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vkDevice.destroyQueryPool(m_QueryPool);
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}
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vkDevice.destroyPipelineLayout(m_PipelineLayout);
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vkDevice.destroyPipelineLayout(m_ShadowPipelineLayout);
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vkDevice.destroyPipelineLayout(m_TonemapPipelineLayout);
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@@ -804,6 +820,37 @@ namespace Engine
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}
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}
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void Renderer::ReadGpuTimes(u32 frameSlot)
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{
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if (!m_QueryPool || m_QueriesPerFrame == 0) return;
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// 每槽位首帧:该区间的查询尚未被 reset/写入,跳过一次读取
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if (!m_TimesPrimed[frameSlot]) {
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m_TimesPrimed[frameSlot] = true;
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return;
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}
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const u32 passCount = m_QueriesPerFrame / 2;
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std::vector<u64> ticks(m_QueriesPerFrame, 0);
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// fence 已等待本槽位上一轮完成,结果必然可用(阻塞式 + 64bit)
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const vk::Result r = m_Device->GetDevice().getQueryPoolResults(
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m_QueryPool,
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frameSlot * m_QueriesPerFrame, m_QueriesPerFrame,
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sizeof(u64) * m_QueriesPerFrame,
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ticks.data(), sizeof(u64),
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vk::QueryResultFlagBits::e64 | vk::QueryResultFlagBits::eWait);
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if (r != vk::Result::eSuccess) return;
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for (u32 i = 0; i < passCount; ++i) {
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const u64 start = ticks[i * 2];
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const u64 end = ticks[i * 2 + 1];
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m_PassGpuMs[i] = (end >= start)
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? static_cast<f32>(end - start) * m_TimestampPeriod / 1.0e6f
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: 0.0f;
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}
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}
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void Renderer::Render(ECS::Scene& scene, Assets::AssetManager& assets)
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{
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m_BoundScene = &scene;
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@@ -880,6 +927,7 @@ namespace Engine
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// 此时本槽位的 fence 尚未 reset——先等它(保证 GPU 已完成本槽位上一轮),
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// 再写 UBO,写-读竞争关闭。
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m_SyncManager->WaitFence(frameSlot);
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ReadGpuTimes(frameSlot); // fence 已等:上一轮该槽位的查询已就绪
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m_UniformBuffer->Update(frameSlot, &ubo, sizeof(ubo));
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m_SyncManager->ResetFence(frameSlot);
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