Cut terrain rebuilds and draw-buffer churn (#2312)

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Jason Mitchell authored and GitHub committed 2026-10-29 15:07:17 -07:00
1 parent 08aa37712f
commit bbbdc12b2a
14 files changed
+301 -38

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@@ -14,9 +14,11 @@ PLOTS = [
"items.bail.ineligible", "items.bail.material", "items.bail.isbrh", "items.bail.blockState", "items.bail.notAllowed", "items.bail.template", "items.bail.queue",
"particles.direct", "particles.captured", "particles.spilled", "particles.undecodable", "particles.draws", "sdl.renderPasses", "sdl.submits", "sdl.gpuWaitUs",
"sdl.acquireWaitUs",
"glsm.bufferDeletes", "draw.batchRebuilds.translucent", "draw.batchRebuilds", "terrain.regionsDrawn",
"sdl.bufferCreates", "sdl.bufferDeletes", "sdl.bufferPoolHits",
"weather.strength", "weather.quads", "weather.drawCalls", "weather.micros",
]
ZONES = ["entityModelParts", "tesrBatch", "entityLayerLoop", "entityDeferred", "tesrOpaque", "particlePass", "cl:weather", "streamingEndFrame"]
ZONES = ["entityModelParts", "tesrBatch", "entityLayerLoop", "entityDeferred", "tesrOpaque", "particlePass", "cl:weather", "streamingEndFrame", "chunkAssembleRegion"]
CLOCK = "gl.drawCalls"