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Cut terrain rebuilds and draw-buffer churn (#2312)
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@@ -14,9 +14,11 @@ PLOTS = [
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"items.bail.ineligible", "items.bail.material", "items.bail.isbrh", "items.bail.blockState", "items.bail.notAllowed", "items.bail.template", "items.bail.queue",
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"particles.direct", "particles.captured", "particles.spilled", "particles.undecodable", "particles.draws", "sdl.renderPasses", "sdl.submits", "sdl.gpuWaitUs",
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"sdl.acquireWaitUs",
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"glsm.bufferDeletes", "draw.batchRebuilds.translucent", "draw.batchRebuilds", "terrain.regionsDrawn",
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"sdl.bufferCreates", "sdl.bufferDeletes", "sdl.bufferPoolHits",
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"weather.strength", "weather.quads", "weather.drawCalls", "weather.micros",
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]
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ZONES = ["entityModelParts", "tesrBatch", "entityLayerLoop", "entityDeferred", "tesrOpaque", "particlePass", "cl:weather", "streamingEndFrame"]
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ZONES = ["entityModelParts", "tesrBatch", "entityLayerLoop", "entityDeferred", "tesrOpaque", "particlePass", "cl:weather", "streamingEndFrame", "chunkAssembleRegion"]
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CLOCK = "gl.drawCalls"
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