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- What was open: the handoff's 4.3 called ResourceCreate and SetTextureParams "a second problem of the same kind, needing its own analysis" and left it there; 5.4 said the per-op split of the 55,428 waits was never quantified. The measurement committed beside this answers both. - The ruling (CONTRACT-P5E.md 2.5): ResourceCreate, ResourceRespecify and SetTextureParams stay kWaitReply, because each answer carries a fact about the SERVER's record table that the client's own tracker provably cannot know. RespecifyOnce says it outright - "the applier's REFUSAL is the only signal that says 'I hold nothing for this handle'", which is the scope MGPipeApplierReleaseObjectRecords leaves for a served context whose frontend objects live on; EmitTextureParams uses its own refusal as the same self-heal trigger; PublishCreate may not take the publication latch on a refused create (D-I1/c0b) or the death path emits a resource_destroy for a record that does not exist. Unlike the upload half these are not "the emission gate already answered it" rows, so removing their waits removes the signal. - The numbers, both shapes a stitcher produces: an atlas stitch goes 64 -> 0 reply waits; a texture per sprite goes 384 -> 320 with ResourceSubData now zero and the remainder all three of those rows. So item B hits exactly the shape it was aimed at, and what is left is per-resource / per-call rather than per-chunk. - notes/p12/DEVICELOST-AND-UPLOAD-WAITS.md gains 2.4 with the table and the ruling, and its "second problem of the same kind" entry is closed rather than carried; MEASUREMENTS.md records the two shapes beside the 1 -> 0 single-upload number.
4.4 KiB
4.4 KiB
实测(索引)
这一页只有结论和去向;完整的表、命令、协议与读法在各阶段
notes/<阶段>/README.md的"实测"节。代码和旧笔记里的MEASUREMENTS.md §N按下表"§"列找到对应阶段(小节编号在那里原样保留)。
口径:性能只记录、不设门;看逐线程 CPU 时间,不看整机帧率。性能对比只用一台手机(Redmi 2f7cbe2e,Adreno 830),定频、同热窗口、两臂交替跑(guide/pin-verification-2026-09-07.md)。
关键结论
- 接口本身的代价:单进程里改成"前端推、后端收",CPU 多约 6–12%(P2),已接受;顶点数组切换密集的场景更高(P3a,+27–30%)。
- 拆成两线程:起初游戏里只有 7–13 fps;优化后 103–106 fps(P5d);client 发完就走以后,重负载(渲染距离 32)下与单线程持平(P5e)。
- 拆成两进程:真机上与两线程成本持平;两者的 GL 线程 CPU 都比单线程少约 30%(后端工作挪到了另一线程 / 进程)(P6)。
- 跨机:电脑经 TCP 连手机,102 个集成用例全过;server 被杀后 133 ms、Wi-Fi 断开后约 5 s 干净报"设备丢失"(P6.5)。
- 纹理上传的等待粒度(P12,handoff §4):wire 臂上纹理那半
resource_subdata不再逐条买回包,等待点从「每条记录」落到「SEG_STAGE 窗口用尽」。 单条纯上传占用的回包等待 1 → 0(wait_replies,正是 §3.2 里"一帧 55,428"的那个计数器)。 按形状实测(RemoteClientControls.ReplyWaitsByOpForAnAtlasShapedLoad,主机 inproc,按 op 计数):图集拼接(一张 level 上 64 次glTexSubImage2D)64 → 0 次回包等待; 每 sprite 一张纹理(64 张纹理 + 256 次glTexParameteri)384 → 320,剩下的全是 per-resource / per-call 的三条 row(create 76 / respecify 130 / params 130)—— 它们的拒绝是「服务端没有这个 handle」的唯一客户端可见信号,删掉等待就是删掉信号,裁定见CONTRACT-P5E.md§2.5。 真机端到端墙钟仍待复测,见notes/p12/DEVICELOST-AND-UPLOAD-WAITS.md。 - 画面正确:Vulkan 后端真机画面检查 36/36 通过,CTS 五块相对基线没有超过 0.5 个百分点的退步、没有新崩溃(P7);server 自有窗口上屏两后端 SSIM 1.0(P12)。
按阶段
| § | 阶段 | 一句结论 | 全文 |
|---|---|---|---|
| 1 | P0 | 能从应用进程拉起第二个进程;跨进程共享 GPU 内存只有一条路在所有设备上可用 | notes/p0 |
| 2 | P1 | 逐 draw 核对推送状态,79 条 trace 零分歧 | notes/p1 |
| 3 | P2 | 桌面基准:新 tracker 比它替掉的旧填充更便宜 | notes/p2 |
| 4 | P3a | 两机真机 Release:接口代价 +6–12%,VAO 切换密集的场景 +27–30% | notes/p3a |
| 5 | P4a | 换到 Redmi;P4a 自己只加 3–6 个百分点 | notes/p4a |
| 6 | P5 | 两线程第一帧画对;真机两线程臂还跑不完 | notes/p5 |
| 7 | P5b | 真机两线程跑通四条游戏 trace;两线程额外代价 +6–18% | notes/p5b |
| 8 | P5c | 两线程之间零共享内存后,全部测试仍绿 | notes/p5c |
| 9 | P5d | 游戏内 7–13 → 103–106 fps,client CPU 15.0 → 9.2 ms/帧 | notes/p5d |
| 10–11 | P5e | 发完就走比每条都等快 69%;重负载下与单线程持平 | notes/p5e |
| 12 | P6 | 两进程与两线程持平;每帧数据量与记录数首次实测 | notes/p6 |
| 13 | P3b/P4b | 纹理上传形状在四种拓扑下完全一致 | notes/p34b |
| 14 | P6.5 | 跨机 TCP 102/102;断线约 5 s 检测到 | notes/p65 |
| 15 | P7 | 真机画面 36/36;server 内存无界增长收住(主机 825 → 546 MiB) | notes/p7 |
| 16 | P12 | 审查后真机复测:Espryt SSIM 1.0;Magma 1.0 / 0.999999511;P12 定向 CTest 46/46;纹理上传回包等待 1→0(主机机制门,真机墙钟待测);FCL 与跨机 TCP 收官门仍待完成 | notes/p12 |