In-game tools · function

createGpuPassTimings

A PassTimings labelled with the engine's own GPU brackets.

Explained in In-game tools.

function createGpuPassTimings(): PassTimings
import { createGpuPassTimings } from '@driftengine/tools';

In depth

The engine fills no timings for anybody. PassTimings is a container and RendererApi.gpuTimer is a source, and joining the two is the same twenty lines wherever it is written — the slots are GPU_SLOTS and never the game's, because a second backend measuring the same frame owes the same three numbers. So it is written here once rather than in every consumer that wants a frame readout, which is the argument that put the overlay in this package.

Labelled and unsampled, so every row shows — until a frame resolves. That is the distinction profilerRows exists to keep: a bracket nothing has measured yet is not a bracket that ran in no time.