- Frame stats
- What one frame cost, measured by the engine itself: among much else, CPU time per system and stage, GPU time per pass, of the dynamic TLAS's build and of the BLAS refit, the GPU frame total and ADR 0019's gate.
- GPU frame total
- The dynamic TLAS's build, counted from the end of the frame before's last pass, which hides the rest of it, plus, for each submission of the frame's passes, the span from the earliest start of its passes to their latest end.
- ADR 0019's gate
- From the start of culling phase one to the latest end of the passes up to the lit pass, with shadow rays off; its median over a Reference scene's camera path is judged against 6 ms.
- Shadow-ray time
- Each frame's GPU frame with shadow rays on, less the same frame's with them off; reported as its median and p95.
- Frames in flight
- Frames submitted but not finished on the GPU when the next one starts, at most: the window's swapchain latency and capture's queue. Two in Praxis.
- Timestamp query
- A GPU write of its clock into a slot of a query set, which wgpu asks for at the start or end of a pass. On Metal, wgpu-hal takes it as a counter sample: at the start or end of a compute pass's encoder, and at the start of a render pass's vertex stage or the end of its fragment stage.
- Submission
- One call to Queue::submit: the command buffers it hands the GPU, in order, and the index the CPU can wait on.
- Dynamic TLAS
- The top-level acceleration structure over the Moving Instances, at most 10,000 of them, those in the lowest slots, each tagged with its slot. It is rebuilt every frame, in the static TLAS's coordinate frame (#204).
- Moving Instance
- An Instance whose entity the fixed schedule moves, so the entity carries its previous World transform. It is rewritten each frame and rebuilt into the dynamic TLAS; every other Instance is static.
- Froxel
- A cell of the view frustum, bounded in screen space and depth, that holds the list of lights reaching it.
- Shadow mask
- A bit per light at each pixel, set where that light is hidden from the surface the pixel's nearest sample shows, by the surface itself where it faces away or by what its shadow ray finds, in the order the lit pass sums the pixel's lights, up to 59 of them. A compute pass traces it from the depth target; the lit pass reads it.
- Visibility buffer
- A 4-byte triangle and instance ID per sample, written by a pre-pass, from which later passes rebuild the surface each pixel shows.
- Reference scene
- A Scene paired with a fixed camera path and injected time, so that every run produces the same frames. Used for Goldens and Baselines.
- Baseline
- The recorded measurements of a Reference scene on one adapter: the reference machine, where Budgets are judged against it, or CI's lavapipe, where only its counters are judged.
- Budget
- A numeric limit on one metric of a Reference scene (CPU ms, GPU ms, GPU memory, Input latency) that a change must not regress. Counters such as draw calls and bytes uploaded are held to their Baselines instead.
- Anchor
- The integer coordinates of the 64 m grid cell that holds a World position. The GPU receives the position as its Anchor plus an f32 offset from the cell's corner, never as one f32 position.
- Tick
- One fixed step of the simulation, 1/64 s; rendered frames draw a blend of the two newest Ticks.
- lavapipe
- Mesa's software Vulkan driver, which CI renders on. Its Baselines are judged on counters only.