Builtin Library
README.md
profiler.gpu
GPU pass timings over a window of the most recent resolved frames, measured with GPU timestamp queries. Rows are label-aggregated: every render/compute pass recorded under one label is one row, reported as the median of its per-frame total with the min and max that median sits in, its call count per frame, how many of the window's frames carried it, and last (how many resolved frames ago the label last recorded a pass; now is a pass in the frame the table describes). Labels include: compute.<shader> per compute dispatch, scene.* for the scene passes (shadow, sky, gbuffer, main, transparent, deferred_light, oit), post.<effect> per post-process effect, feature.* for render-feature geometry/draw passes, plus skinning, culling, compose, raytrace, and ui.egui. The header shows the window's size and the newest frame's GPU span (first pass begin to last pass end) next to the summed pass time — the sum can exceed the span when the GPU overlaps passes. The readback is asynchronous, so the window lags the live frame by a few frames. Use it when frame shows the time under present / idle (GPU-bound) and you need to know which passes the GPU spends it on. Takes n (rows, default 20). Reports supported = false cleanly on devices without timestamp queries. Steady per-frame workloads read reliably; a lone one-shot dispatch submitted in isolation can under-report on some drivers.