55 of 85 role skill bindings pointed at skills that were never authored,
so 10 of 11 team templates bound a smaller context bundle than their role
prompts assumed. Three roles bound nothing at all (gpu.bench_engineer,
threejs.shader_author, threejs.perf_engineer) while their prompts described
procedures they had no way to read.
The loader comment at team_template_loader.rs:167 already diagnosed this —
snake_case slugs in TOML against kebab-case skill files — and it was
half-fixed: the kebab names were corrected, the snake_case ones left.
It was invisible because both existing tests assert authored ⊆ referenced
(30/30, green) and the second explicitly declines to check the other
direction. So the failing half was the half nobody asserted.
Resolved every name by one of three explicit choices:
- 23 skills authored where the role genuinely needed the procedure
(gpu, threejs, research, analysis, frontend, mobile, backend, platform)
- renames onto authored skills where one existed in substance, including
the four-near-duplicate cases that collapse onto one real skill
- 22 aspirational references deleted — a binding an agent cannot read is
a promise, not a capability
Two tests now hold it. The unit test checks referenced ⊆ authored against
the files. The new integration test runs both loaders in boot order and
asserts the bindings survive the trip through the database, which is a
different question: resolution goes through skills_catalog rows, so a skill
file that exists but fails to ingest still leaves the role empty.
Negative controls: the unit test failed naming all 55; the integration test
fails naming the exact role when one name is reverted.
threejs.shader_author and .perf_engineer gained a second and third skill
after the collapse — pin_in_context pins idx < 2, so a role left with one
skill silently pins less than the policy intends.
Co-Authored-By: Claude Opus 5 <[email protected]>
53 lines
2.4 KiB
Markdown
53 lines
2.4 KiB
Markdown
---
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name: webgl-frame-profiling
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description: Finding what actually costs a frame — draw calls, overdraw, shader cost — using Chrome DevTools and Spector.js.
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when_to_use: You are the performance engineer on a three.js/WebGL team and a scene is dropping frames.
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tags: [threejs, profiling]
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---
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# Find the frame's real cost before changing the scene
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A dropped frame has a small number of possible causes and they are
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distinguishable in minutes. Guessing usually leads to optimising geometry when
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the cost was overdraw, or the reverse.
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## The order
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1. **CPU or GPU?** Chrome DevTools Performance panel: record 5 seconds of the
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stall. Long scripting bars mean the CPU is the problem (scene-graph
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traversal, matrix updates, garbage). A near-idle main thread with dropped
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frames means the GPU is.
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2. **How many draw calls?** `renderer.info.render.calls`. Anything in the
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thousands is the answer on its own — instance, merge, or batch by material.
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`renderer.info` is free and should be on screen during development.
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3. **Overdraw?** Spector.js captures a frame and lists every GL call in order.
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Transparent objects drawn back-to-front over the whole viewport are the
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usual culprit; the same scene with `transparent: false` running fast
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confirms it in one test.
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4. **Shader cost?** Only now. Halve the canvas resolution: if the frame time
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halves, you are fragment-bound and the shader (or overdraw) is the cost. If
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it does not move, you are not.
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## The resolution test is the cheapest diagnostic
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`renderer.setPixelRatio(1)` versus `2` changes fragment work 4× and geometry
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work not at all. That one toggle separates vertex/CPU cost from fragment cost
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faster than any profiler, and it needs no tooling.
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## What Spector.js is for
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It is a *capture*, not a sampler: one frame, every call, with state at each
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step. Use it to answer "what is this frame actually doing" — unexpected state
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changes, redundant binds, a texture uploaded per frame — not to measure time.
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For time, use the DevTools timeline.
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## Measure the steady state
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The first seconds include shader compilation, texture upload and JIT warmup.
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three.js compiles a material's program on first use, so a stutter the first time
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an object becomes visible is a compile, not a leak. Pre-warm with
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`renderer.compile(scene, camera)` and profile after.
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Record the device and the pixel ratio with any number you report. A frame time
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without a resolution is not a measurement.
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