build+perf: wasm-opt the shipped wasm, and measure real frames in CI

emcc only runs Binaryen at link -O2+ (link.py: should_run_binaryen_optimizer
returns OPT_LEVEL >= 2) and we link at -O1, so the shipped module had never seen
wasm-opt at all — it kept its entire 19.56 MB name section, ~20% of the editor
(-sJSPI sets ASYNCIFY=2, which suppresses wasm-ld's --strip-debug, leaving
wasm-opt as the only thing that would drop it). Step 8.2 runs it post-link and
in-container, so CI's cached compile phase covers it and the host post-process
stays pure-host.

Default -O2, picked by measuring every level on the same module: -O0 already
captures 27% of the raw win (it is mostly the name section), -O2 costs 23 s and
gives the best frame rate, and -O3/-O4/-Os/-Oz cost 48-132 s for at most 1.5%
more brotli — -O4 is not even smaller than -O3. Targets that already link -O2/-Oz
(occ_service, kicad_tools) are skipped by testing for the target_features
section, which emcc strips whenever it ran the optimizer itself, so there is no
hard-coded target list to drift. Feature flags come from the module's own
target_features section and so cannot diverge from the link.

The perf specs reported requestAnimationFrame ticks as "FPS". That is not a frame
rate: rAF fires on the compositor's schedule whether or not the GAL redrew, and
it read 120/s on a board where the renderer completed zero frames in six seconds.
measureInteractionFps now counts completed GAL frames — runs of draws to the
default framebuffer, exactly one per frame in every AA mode — and drives a pure
middle-drag pan after a zoom-to-fit. Mixing wheel zoom into the drive made the
result depend on where the wheel left the view: +-20% across identical repeats,
against +-2% for pan alone. The report gains a GAL fps column with a regression
flag on the 1x number; rAF is kept so historical runs stay comparable.

CI has no GPU, so its number is a software-rasteriser redraw rate — a regression
signal, not a user-facing frame rate. Method and measurements in the bench report.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016X9eh1s5sTx1o9Em9KBuwR
This commit is contained in:
Viktor Vaczi 2026-08-22 12:53:00 +02:00
commit f419a1fedd
7 changed files with 536 additions and 56 deletions

View file

@ -166,10 +166,137 @@ export async function setThrottle(cdp: CDPSession, rate: number): Promise<void>
await cdp.send('Emulation.setCPUThrottlingRate', { rate });
}
/**
* Count completed GAL frames instead of rAF ticks.
*
* A GAL frame ends with the compositor blitting to the DEFAULT framebuffer, so a
* run of draws issued while no framebuffer is bound is exactly one frame. The run
* has to be collapsed: the number of present draws per frame depends on the AA
* mode (1 under supersampling, 2 under AA_NONE, +1 when the crosshair is drawn),
* but a run *boundary* happens once per frame in every mode — so no divisor.
*
* Wrapping the prototypes works even though the context already exists: methods
* resolve on the prototype at call time, not at context creation. The initial
* framebuffer binding is assumed to be the default and self-corrects on the first
* bindFramebuffer, which the GAL issues several times per frame.
*/
async function installGalFrameCounter(page: Page): Promise<void> {
await page.evaluate(() => {
const w = window as unknown as { __galFrames?: number; __galHooked?: boolean };
w.__galFrames = 0;
if (w.__galHooked) return;
w.__galHooked = true;
const protos = [
(window as unknown as { WebGL2RenderingContext?: { prototype: object } }).WebGL2RenderingContext,
(window as unknown as { WebGLRenderingContext?: { prototype: object } }).WebGLRenderingContext,
].filter(Boolean) as Array<{ prototype: Record<string, unknown> }>;
const state = new WeakMap<object, { fb: unknown; inPresent: boolean }>();
const st = (ctx: object) => {
let s = state.get(ctx);
if (!s) { s = { fb: null, inPresent: false }; state.set(ctx, s); }
return s;
};
const DRAWS = ['drawArrays', 'drawElements', 'drawArraysInstanced', 'drawElementsInstanced', 'drawRangeElements'];
for (const proto of protos) {
for (const name of ['bindFramebuffer', ...DRAWS]) {
const orig = proto.prototype[name] as ((...a: unknown[]) => unknown) | undefined;
if (typeof orig !== 'function') continue;
const isDraw = DRAWS.indexOf(name) >= 0;
proto.prototype[name] = function (this: object, ...args: unknown[]) {
const s = st(this);
if (!isDraw) {
s.fb = args[1];
if (args[1]) s.inPresent = false;
} else if (s.fb === null || s.fb === undefined) {
if (!s.inPresent) { s.inPresent = true; w.__galFrames = (w.__galFrames ?? 0) + 1; }
} else {
s.inPresent = false;
}
return orig.apply(this, args);
};
}
}
});
}
/** Zoom-to-fit, so every measurement starts from the same visible geometry. */
async function resetViewToFit(page: Page, cx: number, cy: number): Promise<void> {
await page.mouse.move(cx, cy);
await page.keyboard.press('Escape').catch(() => {}); // eslint-disable-line -- best-effort
await page.keyboard.press('Home').catch(() => {}); // eslint-disable-line -- best-effort
await page.waitForFunction(() => true, null, { timeout: 5000 });
}
/**
* Sustained interaction FPS, reported two ways.
*
* `galFps` is the real one: completed GAL frames per second (see
* installGalFrameCounter). `rafFps` is the legacy main-thread requestAnimationFrame
* count, kept only so historical CI numbers stay comparable — it is NOT a frame
* rate. rAF ticks on the compositor's schedule whether or not the GAL redrew, so
* it can read 120 while the renderer is completely stalled (measured: the 80 MB
* jetson board on a software rasteriser renders 0 frames while rAF reports 120).
*
* The drive is a pure middle-drag PAN. Wheel zoom used to be mixed into the same
* loop, and it makes the metric unusable: zooming continuously changes how much
* geometry is on screen, so the result depends on where the wheel happens to
* leave the view. Measured spread across three identical repeats was ±20%
* (34.7 / 42.1 / 27.1 fps) with zoom in the loop, versus ±2% (19.9 / 19.0 / 19.6)
* for pan alone. Pan also keeps the workload honest — it continuously reveals
* geometry that has to be cached, which is the expensive path.
*
* The view is zoomed to fit first, so every run starts from the same visible
* geometry (the whole board — the worst case) rather than inheriting whatever
* zoom level the previous measurement left behind.
*/
export async function measureInteractionFps(
page: Page,
seconds: number,
): Promise<{ rafFps: number; galFps: number }> {
const box = await page.locator(MAIN_CANVAS).boundingBox();
if (!box) return { rafFps: 0, galFps: 0 };
const cx = box.x + box.width / 2;
const cy = box.y + box.height / 2;
await resetViewToFit(page, cx, cy);
await installGalFrameCounter(page);
type W = { __perfFrames: number; __perfRAF?: number; __galFrames?: number };
await page.evaluate(() => {
const w = window as unknown as W;
if (w.__perfRAF !== undefined) cancelAnimationFrame(w.__perfRAF);
w.__perfFrames = 0;
w.__galFrames = 0;
const loop = () => {
w.__perfFrames++;
w.__perfRAF = requestAnimationFrame(loop);
};
w.__perfRAF = requestAnimationFrame(loop);
});
const start = Date.now();
let k = 0;
await page.mouse.move(cx, cy);
await page.mouse.down({ button: 'middle' });
while (Date.now() - start < seconds * 1000) {
await page.mouse.move(cx + Math.round(140 * Math.sin(k / 6)), cy + Math.round(90 * Math.cos(k / 7)));
k++;
}
await page.mouse.up({ button: 'middle' });
const elapsed = Date.now() - start;
const counts = await page.evaluate(() => {
const w = window as unknown as W;
if (w.__perfRAF !== undefined) cancelAnimationFrame(w.__perfRAF);
return { raf: w.__perfFrames, gal: w.__galFrames ?? 0 };
});
const secs = elapsed / 1000;
return { rafFps: +(counts.raf / secs).toFixed(1), galFps: +(counts.gal / secs).toFixed(1) };
}
/**
* Sustained interaction FPS: drive real pan/zoom on #canvas (the emscripten input
* surface — glcanvas-* can be display:none) for `seconds`, counting main-thread rAF
* frames. Whatever throttle is currently set applies.
*
* @deprecated rAF ticks are not GAL frames — use measureInteractionFps().galFps.
*/
export async function measureFps(page: Page, seconds: number): Promise<number> {
const box = await page.locator(MAIN_CANVAS).boundingBox();