- 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.
- Blocking wait
- A wait in which the thread sleeps until it is signalled, leaving its core; the window's, capture's and so the Goldens', and the bench's before PR #400.
- Spin-wait
- A wait in which the thread polls in a loop on its core until the frame is done; a busy-wait. The bench's on a hardware adapter since PR #400.
- Cluster
- A group of cores of one kind that share an L2 cache and a frequency; this M4 Pro has two clusters of four performance cores and one of four efficiency cores.
- Fixed chain
- A piece of work whose steps each need the one before, run unchanged at chosen points, so its time reads the core's speed.
- QoS class
- A thread's quality-of-service class on Apple's systems, such as user-interactive; the kernel can cap it below what the thread asks for.
- Critical path
- The work that sets the frame's length; behind a GPU-bound frame, the GPU's, not the main thread's.
- 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 and backend: the reference machine, where Budgets are judged against it; CI's lavapipe, where only its counters are judged; or the RTX 2070 SUPER, the hardware floor benched for comparison, on Vulkan and on DX12.
- 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. (Shortened.)