Expose P2 GPU visibility modes in standalone Player

This commit is contained in:
Emil
2026-09-23 23:08:58 +03:00
parent fc36312808
commit bb46e0091e
5 changed files with 84 additions and 7 deletions
+43 -7
View File
@@ -35,6 +35,7 @@ struct ProfileSample {
std::uint64_t gpuAllocatedBytes{};
std::uint32_t textureCount{};
bool physicsDebug{};
bool gpuVisibilityActive{};
};
Json distribution(std::vector<double> values) {
if (values.empty())
@@ -80,7 +81,8 @@ Json profileFrames(const std::vector<ProfileSample>& samples) {
{"vertices", sample.vertices},
{"gpu_allocated_bytes", sample.gpuAllocatedBytes},
{"texture_count", sample.textureCount},
{"physics_debug", sample.physicsDebug}});
{"physics_debug", sample.physicsDebug},
{"gpu_visibility_active", sample.gpuVisibilityActive}});
}
return {{"samples", std::move(frames)},
{"summary_ms",
@@ -167,7 +169,8 @@ faset::runtime::RuntimeConfig simulationConfig(const nlohmann::json& scene) {
}
return config;
}
void validatePackagedShaders(const std::filesystem::path& directory) {
void validatePackagedShaders(const std::filesystem::path& directory,
faset::render::VisibilityMode visibilityMode) {
const auto shaders = directory / "shaders";
for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain"})
for (const auto* extension : {".spv", ".reflection.json"}) {
@@ -177,6 +180,8 @@ void validatePackagedShaders(const std::filesystem::path& directory) {
faset::path_to_utf8(path));
}
faset::render::validate_shader_bundle(shaders);
if (visibilityMode != faset::render::VisibilityMode::Direct)
faset::render::validate_gpu_shader_bundle(shaders);
}
} // namespace
int player_main(int argc, char** argv) {
@@ -185,6 +190,8 @@ int player_main(int argc, char** argv) {
std::filesystem::path scenePath, assetsPath, capturePath, controlPath, profilePath,
projectRoot;
bool headless = false, validateOnly = false, debugPhysics = false, watchLua = false;
auto visibilityMode = faset::render::VisibilityMode::Direct;
std::string visibilityName = "direct";
std::uint64_t maximumFrames = 0;
std::set<std::string> options;
for (int i = 1; i < argc; ++i) {
@@ -194,7 +201,7 @@ int player_main(int argc, char** argv) {
<< "faset_player [--scene PATH] [--assets CACHE] [--frames N] "
"[--headless] [--capture PATH.ppm] [--validate] [--control PATH] "
"[--profile PATH.json] [--debug-physics] [--project ROOT] "
"[--watch-lua]\n"
"[--watch-lua] [--visibility direct|gpu-frustum|gpu-occlusion]\n"
"No --scene: open scene.fscene beside the executable. CACHE contains "
"assets/<id>/.\n"
"Headless uses offscreen Vulkan; --frames uses the configured fixed "
@@ -209,6 +216,9 @@ int player_main(int argc, char** argv) {
"reload-lua): the scene restarts, runtime state is not preserved.\n"
"--profile requires explicit --frames 1..100000; measured durations "
"include the first frame and renderer GPU waits/readback.\n"
"--visibility selects the renderer for this Player run; Direct is "
"the default. GPU modes require their packaged shader bundle and "
"device capabilities.\n"
"Keys: A/D horizontal, W/S vertical, Space jump, E interact, P pause, "
"N single-step, F3 physics boxes, Escape quit.\n";
return 0;
@@ -232,6 +242,18 @@ int player_main(int argc, char** argv) {
profilePath = faset::path_from_utf8(value());
else if (arg == "--project")
projectRoot = faset::path_from_utf8(value());
else if (arg == "--visibility") {
visibilityName = value();
if (visibilityName == "direct")
visibilityMode = faset::render::VisibilityMode::Direct;
else if (visibilityName == "gpu-frustum")
visibilityMode = faset::render::VisibilityMode::GpuFrustum;
else if (visibilityName == "gpu-occlusion")
visibilityMode = faset::render::VisibilityMode::GpuOcclusion;
else
throw std::invalid_argument("--visibility must be direct, gpu-frustum, "
"or gpu-occlusion");
}
else if (arg == "--frames")
maximumFrames = count(value());
else if (arg == "--headless")
@@ -302,7 +324,7 @@ int player_main(int argc, char** argv) {
const auto sceneReadFinished = Clock::now();
if (scenePath.extension() == ".fscene" &&
std::filesystem::equivalent(scenePath.parent_path(), executableRoot))
validatePackagedShaders(executableRoot);
validatePackagedShaders(executableRoot, visibilityMode);
if (validateOnly) {
if (!capturePath.empty() || !controlPath.empty())
throw std::invalid_argument("--validate cannot capture or control a running game");
@@ -342,8 +364,14 @@ int player_main(int argc, char** argv) {
printGameplayLogs();
faset::player::SceneView view(assetsPath);
const auto rendererStarted = Clock::now();
faset::render::Renderer renderer(
{1280, 720, document.value("name", std::string("Faset Player")), headless, true});
faset::render::RendererConfig renderConfig;
renderConfig.width = 1280;
renderConfig.height = 720;
renderConfig.title = document.value("name", std::string("Faset Player"));
renderConfig.headless = headless;
renderConfig.validation = true;
renderConfig.visibility_mode = visibilityMode;
faset::render::Renderer renderer(renderConfig);
const auto rendererReady = Clock::now();
std::vector<ProfileSample> profile;
if (!profilePath.empty())
@@ -528,6 +556,10 @@ int player_main(int argc, char** argv) {
printGameplayLogs();
const auto renderStarted = Clock::now();
renderer.render(snapshot);
if (frames == 0 && visibilityMode != faset::render::VisibilityMode::Direct &&
!renderer.stats().gpu_visibility_active)
std::cerr << "Requested GPU visibility is unavailable on this device; "
"using Direct rendering.\n";
const auto frameFinished = Clock::now();
if (frames == 0)
firstFrameMs = milliseconds(started, frameFinished);
@@ -539,7 +571,8 @@ int player_main(int argc, char** argv) {
milliseconds(simulationFinished, snapshotFinished),
milliseconds(renderStarted, frameFinished), measured.cpu_ms, measured.gpu_ms,
measured.readback_cpu_ms, runtimeStats, measured.draw_calls, measured.vertices,
measured.gpu_allocated_bytes, measured.texture_count, debugPhysics});
measured.gpu_allocated_bytes, measured.texture_count, debugPhysics,
measured.gpu_visibility_active});
}
++frames;
}
@@ -568,6 +601,7 @@ int player_main(int argc, char** argv) {
{"validation_enabled", stats.validation_enabled},
{"validation_errors", stats.validation_errors},
{"presentation_mode", headless ? "offscreen" : "windowed"},
{"visibility_mode", visibilityName},
{"simulation_mode", "synthetic_fixed_timestep"},
{"fixed_delta_seconds", config.fixedDelta},
{"percentile_method", "nearest_rank_all_completed_frames_no_warmup_exclusion"},
@@ -593,6 +627,8 @@ int player_main(int argc, char** argv) {
{"ticks", completedTicks},
{"dimension", document.value("dimension", 3)},
{"device", stats.device},
{"visibility_mode", visibilityName},
{"gpu_visibility_active", stats.gpu_visibility_active},
{"validation_errors", stats.validation_errors}}
.dump()
<< '\n';
+20
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@@ -66,3 +66,23 @@ waits for every frame even without this overlay. Read
[profiling and measurements](profiling.md) and the
[P2 acceptance study](https://github.com/emil28092005/Faset_Engine/blob/main/docs/studies/19-p2-gpu-visibility-acceptance.md)
for the measured scope and limitations.
## Select a mode in the Player
The exported Player uses Direct by default. Choose a GPU mode for one run with
`--visibility`; the same option works for a development Player and a relocated
standalone game:
```sh
./faset_player --visibility gpu-frustum
./faset_player --visibility gpu-occlusion --headless --frames 120 \
--profile visibility-profile.json
```
Accepted values are `direct`, `gpu-frustum`, and `gpu-occlusion`. The profile
records the requested `visibility_mode` and each frame's
`gpu_visibility_active` status. If the device lacks the GPU path, the Player
reports a Direct fallback; selecting a mode alone does not prove that it ran.
The Editor's Diagnostics selector changes only its viewport and does not save a
Player setting. An exported game contains the P2 shader bundle and does not need
the Slang compiler at runtime.
+1
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@@ -104,6 +104,7 @@ struct Snapshot {
enum class VisibilityMode { Direct, GpuFrustum, GpuOcclusion };
// CPU-only validation used before publishing a game or creating Vulkan pipelines.
void validate_shader_bundle(const std::filesystem::path& directory);
void validate_gpu_shader_bundle(const std::filesystem::path& directory);
struct RendererConfig {
std::uint32_t width{1280}, height{720};
+3
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@@ -216,4 +216,7 @@ detail::load_gpu_shader_bundle(const std::filesystem::path& directory) {
void validate_shader_bundle(const std::filesystem::path& directory) {
(void)detail::load_shader_bundle(directory);
}
void validate_gpu_shader_bundle(const std::filesystem::path& directory) {
(void)detail::load_gpu_shader_bundle(directory);
}
} // namespace faset::render
+17
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@@ -36,4 +36,21 @@ with tempfile.TemporaryDirectory(prefix="faset-player-diagnostics-") as temporar
assert validated.returncode == 0, validated.stderr
assert "TEST_" not in validated.stderr, validated.stderr
assert json.loads(validated.stdout)["validated"]
for mode, active in [("direct", False), ("gpu-frustum", True),
("gpu-occlusion", True)]:
mode_profile = root / f"{mode}.json"
selected = subprocess.run([sys.argv[1], "--scene", str(scene), "--headless",
"--frames", "2", "--visibility", mode,
"--profile", str(mode_profile)],
capture_output=True, text=True, encoding="utf-8", timeout=30)
assert selected.returncode == 0, (mode, selected.stdout, selected.stderr)
mode_report = json.loads(mode_profile.read_text(encoding="utf-8"))
assert mode_report["visibility_mode"] == mode, mode_report
assert all(sample["gpu_visibility_active"] is active
for sample in mode_report["samples"]), mode_report["samples"]
invalid_mode = subprocess.run([sys.argv[1], "--visibility", "missing"],
capture_output=True, text=True, encoding="utf-8", timeout=20)
assert invalid_mode.returncode != 0 and "visibility" in invalid_mode.stderr.lower(), invalid_mode
print("Player normal shutdown diagnostics, preserved tick/profile stats and callback-free validation passed")