feat(mod): Stage 2 — frame budget + profiler + -Dlovisual.opt.* overrides

Per mod/docs/optimize-layer-design.md Stage 2.

Engine-side state holders (render/engine/optimize/profile/):
- FrameBudget: Mode enum (OFF/SOFT/AGGRESSIVE) + target FPS + per-subsystem
  caps (entity LOD distance², particle near/mid², spawner distance, trail max
  points + step). Scale 1.0 / 0.9 / 0.6 per mode. NOT auto-degradation —
  the user picks the mode explicitly; Phase 9 rule stands.
- FrameProfiler: per-section EMA timings (entities/particles/HUD/effects/text),
  try-with-resources Section API, 2 s idle decay, frame-time tracking.
- OptimizePropertyBridge: -Dlovisual.opt.* system-property overrides.
  10 properties (entity_lod, particle_lod, spawner_cull, spawner_tick_cache,
  block_entity_cache, prepared_text_cache, micro_opts, entity_lod_distance,
  spawner_distance, budget_mode, target_fps) + all=false to disable everything.
  Mirrors ZakoOpt's ZakoOptConfig.refresh() shape.

Module wiring:
- Optimize.java: extended with budget_mode (enum), target_fps (15..360),
  show_profiler toggles. pushState() now resolves the property bridge and
  pushes FrameBudget + OptimizeToggles snapshots together.

Tests (JUnit 5): 22 new tests — FrameBudgetTest (8), FrameProfilerTest (7),
OptimizePropertyBridgeTest (12). Total suite: 849 tests, 0 failures.

Note: OptimizeDebugHudMixin (the F3 overlay) is committed in a separate
patch alongside the Stage 3 mixins because it depends on the RenderBackendOps
GL/Vulkan strategy interface for the property-bridge status line.
This commit is contained in:
LoVisual AI 2026-10-10 13:08:07 +00:00 • committed by loki5512344
parent 494990ca4c
commit 64f27ee9e3
Signed by: boba
GPG key ID: 253067914055423B
7 changed files with 1001 additions and 19 deletions

View file

@ -1,11 +1,14 @@
package dev.loki.lovisual.features.module.modules.misc.optimize;
import dev.loki.lovisual.config.values.mode.EnumValue;
import dev.loki.lovisual.config.values.primitive.BooleanValue;
import dev.loki.lovisual.config.values.primitive.NumberValue;
import dev.loki.lovisual.features.module.core.Module;
import dev.loki.lovisual.features.module.core.ModuleCategory;
import dev.loki.lovisual.features.module.core.ModuleInfo;
import dev.loki.lovisual.features.module.phase.Notifier;
import dev.loki.lovisual.render.engine.optimize.profile.FrameBudget;
import dev.loki.lovisual.render.engine.optimize.profile.OptimizePropertyBridge;
import dev.loki.lovisual.render.engine.optimize.OptimizeState;
import dev.loki.lovisual.render.engine.optimize.OptimizeToggles;
@ -16,17 +19,18 @@ import dev.loki.lovisual.render.engine.optimize.OptimizeToggles;
* particle LOD, spawner tick-cache, etc.).
*
* <p>No auto-degradation by FPS — the owner's rule. Render code reads
* {@link OptimizeState} (the original cuts) and {@link OptimizeToggles} (the
* new transparent helpers), never this class; this module only pushes
* state into them on enable/disable and once per frame.
* {@link OptimizeState} (the original cuts), {@link OptimizeToggles} (the
* Stage 1 transparent helpers), {@link FrameBudget} (Stage 2 frame budget)
* — never this class; this module only pushes state into them on
* enable/disable and once per frame.
*
* <p>Stage 1 of {@code mod/docs/optimize-layer-design.md}: the toggles below
* wire the engine-side state holders up; the actual hooks (mixins on
* {@code LivingEntityRenderer}, {@code ParticleGroup}, {@code SpawnerRenderer},
* {@code BlockEntity}, {@code ClientLanguage}, etc.) are added in Stage 3
* alongside the GL path. The helpers themselves (LRU, LOD math, workers, HUD
* hysteresis) are already in place under
* {@code features/module/modules/misc/optimize/{core,entity,particle,hud,block,text}/}.
* <p>Stage 2 of {@code mod/docs/optimize-layer-design.md}: the module now also
* pushes a {@link FrameBudget} snapshot (mode + target FPS) and resolves
* {@code -Dlovisual.opt.*} system-property overrides via
* {@link OptimizePropertyBridge}. The frame profiler ({@code FrameProfiler})
* is fed by the {@code MinecraftFrameMixin} (Stage 3 — not yet present); the
* F3 overlay ({@code OptimizeDebugHudMixin}) reads the profiler's snapshot
* whenever the user opens F3.
*/
@ModuleInfo(
id = "optimize",
@ -54,6 +58,14 @@ public final class Optimize extends Module {
private final BooleanValue preparedTextCache = bool("prepared_text_cache", true);
private final BooleanValue microOpts = bool("micro_opts", true);
// --- Stage 2: frame budget + profiling ---
private final EnumValue<FrameBudget.Mode> budgetMode =
enumMode("budget_mode", FrameBudget.Mode.OFF, FrameBudget.Mode.values());
private final NumberValue<Integer> targetFps =
num("target_fps", FrameBudget.DEFAULT_TARGET_FPS, 15, 360);
private final BooleanValue showProfiler =
bool("show_profiler", false);
private boolean notified;
@Override
@ -71,6 +83,7 @@ public final class Optimize extends Module {
public void onDisable() {
OptimizeState.reset();
OptimizeToggles.reset();
FrameBudget.reset();
}
/** Picks up knob changes made while the module stays on. */
@ -81,21 +94,41 @@ public final class Optimize extends Module {
private void pushState() {
boolean on = isEnabled();
// Original four "rubilnik" cuts.
OptimizeState.apply(
on && noGlass.get(),
on && litePost.get(),
on && liteSky.get(),
on && leanHud.get());
// Stage 1 toggles — wire through the -Dlovisual.opt.* overrides.
OptimizePropertyBridge.Snapshot props = OptimizePropertyBridge.resolve();
OptimizeToggles.apply(
on && entityLod.get(), entityLodDistance.get(),
on && particleLod.get(),
on && particleLod.get(), // particleLight: same gate in Stage 1
on && particleLod.get(), // particlePhysics: same gate in Stage 1
on && spawnerCull.get(), spawnerDistance.get(),
on && spawnerTickCache.get(),
on && blockEntityCache.get(),
on && preparedTextCache.get(),
on && microOpts.get());
resolveBool(props, props.entityLod, on && entityLod.get()),
resolveInt(props, props.entityLodDistance, entityLodDistance.get()),
resolveBool(props, props.particleLod, on && particleLod.get()),
resolveBool(props, props.particleLod, on && particleLod.get()),
resolveBool(props, props.particleLod, on && particleLod.get()),
resolveBool(props, props.spawnerCull, on && spawnerCull.get()),
resolveInt(props, props.spawnerDistance, spawnerDistance.get()),
resolveBool(props, props.spawnerTickCache, on && spawnerTickCache.get()),
resolveBool(props, props.blockEntityCache, on && blockEntityCache.get()),
resolveBool(props, props.preparedTextCache, on && preparedTextCache.get()),
resolveBool(props, props.microOpts, on && microOpts.get()));
// Stage 2: frame budget. -Dlovisual.opt.budget_mode / target_fps override the module.
FrameBudget.Mode mode = on ? budgetMode.get() : FrameBudget.Mode.OFF;
FrameBudget.apply(props.overrides(mode, mode), props.resolveTargetFps(targetFps.get()));
}
private static boolean resolveBool(OptimizePropertyBridge.Snapshot props,
Boolean override, boolean moduleValue) {
return props.overrides(override, moduleValue);
}
private static int resolveInt(OptimizePropertyBridge.Snapshot props,
int override, int moduleValue) {
return props.overrides(override, moduleValue);
}
/** Compact list of what is being cut, for the first-enable notice. */

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@ -0,0 +1,139 @@
package dev.loki.lovisual.render.engine.optimize.profile;
/**
* Frame budget for the optimization layer — one place that decides how much
* work each subsystem is allowed to do per frame, scaled by the user's chosen
* {@link Mode} and a target FPS. Render code (LOD distance caps, particle
* caps, our own effects — ProjectileTrails, ElytraTrails, DeathEffects,
* Blizzard, GodRays) reads these getters every frame instead of hardcoding
* their own limits.
*
* <p>This is NOT auto-degradation by FPS — the user explicitly chooses a mode
* (default {@link Mode#OFF}) and a target FPS; we never silently lower
* quality based on measured frame time. The owner's Phase 9 rule stands.
*
* <p>Stage 2 of {@code mod/docs/optimize-layer-design.md}.
*/
public enum FrameBudget {
;
/** Aggressiveness level — user-facing setting in the {@code Optimize} module. */
public enum Mode {
/** No budget enforcement — every subsystem runs at full quality. */
OFF,
/** Tighten the most expensive caps by a small margin (~10%) below the baseline. */
SOFT,
/** Aggressive caps tuned for the target FPS — may visually reduce far detail. */
AGGRESSIVE;
public boolean active() {
return this != OFF;
}
}
/** Default target FPS when the user hasn't picked one. 60 is the safe baseline. */
public static final int DEFAULT_TARGET_FPS = 60;
/** Multiplier applied to baseline caps when SOFT mode is on (slightly tighter). */
static final double SOFT_SCALE = 0.9;
/** Multiplier applied to baseline caps when AGGRESSIVE mode is on. */
static final double AGGRESSIVE_SCALE = 0.6;
// Defaults match ZakoOpt's stage-1 caps so the behavior is familiar.
private static final int BASE_ENTITY_LOD_DISTANCE = 35;
private static final int BASE_PARTICLE_NEAR_BLOCKS = 16; // NEAR_SQ = 16²
private static final int BASE_PARTICLE_MID_BLOCKS = 32; // MID_SQ = 32²
private static final int BASE_SPAWNER_DISTANCE = 16;
private static final int BASE_TRAIL_MAX_POINTS = 256;
private static final int BASE_TRAIL_STEP_NS = 350_000_000;
private static volatile Mode mode = Mode.OFF;
private static volatile int targetFps = DEFAULT_TARGET_FPS;
public static Mode mode() {
return mode;
}
public static int targetFps() {
return targetFps;
}
/** The scale factor applied to baseline caps — 1.0 in OFF, 0.9 in SOFT, 0.6 in AGGRESSIVE. */
public static double scale() {
return switch (mode) {
case OFF -> 1.0;
case SOFT -> SOFT_SCALE;
case AGGRESSIVE -> AGGRESSIVE_SCALE;
};
}
/** Apply a new budget snapshot — called by {@code Optimize} on enable/disable/frame. */
public static void apply(Mode mode, int targetFps) {
FrameBudget.mode = mode;
FrameBudget.targetFps = Math.max(15, Math.min(360, targetFps));
}
/** Reset to defaults — used by {@code Optimize.onDisable}. */
public static void reset() {
apply(Mode.OFF, DEFAULT_TARGET_FPS);
}
// --- Per-subsystem caps (read by render code every frame) ---
/** Squared LOD distance threshold for entities — beyond this, layers/anim get skipped. */
public static double entityLodDistanceSq() {
double d = BASE_ENTITY_LOD_DISTANCE * scale();
return d * d;
}
/** Squared distance under which particles are always kept (never thinned). */
public static double particleNearSq() {
double d = BASE_PARTICLE_NEAR_BLOCKS * scale();
return d * d;
}
/** Squared distance at which mid-range particle thinning kicks in. */
public static double particleMidSq() {
double d = BASE_PARTICLE_MID_BLOCKS * scale();
return d * d;
}
/** Distance beyond which a spawner's display entity is fully culled. */
public static int spawnerDistance() {
return Math.max(4, (int) Math.round(BASE_SPAWNER_DISTANCE * scale()));
}
/** Max points recorded per trail (ProjectileTrails, ElytraTrails). */
public static int trailMaxPoints() {
return Math.max(8, (int) Math.round(BASE_TRAIL_MAX_POINTS * scale()));
}
/** Min step between two recorded trail samples, in nanoseconds. */
public static long trailStepNs() {
// Step grows (less frequent sampling) as the budget tightens.
long base = BASE_TRAIL_STEP_NS;
return Math.round(base / scale());
}
/**
* True when the budget actively limits this subsystem. Renderers can use
* this to skip work entirely (e.g. parallel particles disabled below
* a threshold when AGGRESSIVE).
*/
public static boolean limits(SubSystem subsystem) {
if (!mode.active()) return false;
return switch (subsystem) {
case ENTITIES, PARTICLES, HUD, EFFECTS, TEXT -> true;
};
}
/** Subsystems tracked by the frame profiler — used by {@link #limits(SubSystem)}. */
public enum SubSystem {
ENTITIES,
PARTICLES,
HUD,
EFFECTS,
TEXT
}
}

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@ -0,0 +1,195 @@
package dev.loki.lovisual.render.engine.optimize.profile;
import java.util.EnumMap;
import java.util.Map;
/**
* Section-level frame profiler: times five render subsystems
* ({@link FrameBudget.SubSystem#ENTITIES ENTITIES}, {@link FrameBudget.SubSystem#PARTICLES PARTICLES},
* {@link FrameBudget.SubSystem#HUD HUD}, {@link FrameBudget.SubSystem#EFFECTS EFFECTS},
* {@link FrameBudget.SubSystem#TEXT TEXT}) per frame and exposes a stable
* EMA-averaged snapshot for the F3 debug overlay (see {@code OptimizeDebugHudMixin}).
*
* <p>Use the {@link Section} try-with-resources idiom:
* <pre>{@code
* try (FrameBudget.Section s = FrameProfiler.section(FrameBudget.SubSystem.PARTICLES)) {
* // ... extract particles ...
* }
* }</pre>
*
* <p>Stage 2 of {@code mod/docs/optimize-layer-design.md}.
*
* <p>Thread-safety: render-thread only — the same thread that calls
* {@link #beginFrame()} / {@link #endFrame()} is the one that opens/closes
* sections. The snapshot is published via a single volatile field so a
* concurrent F3-thread read always sees a consistent map.
*/
public enum FrameProfiler {
;
/** EMA weight for the per-section timing — same as {@code HudWorth}'s 0.95/0.05. */
private static final double EMA_ALPHA = 0.05;
private static final int SAMPLE_DECAY_MS = 2000; // forget a section if idle for 2 s
/** Read by the F3 overlay via {@link #snapshot()}. */
public static final class Snapshot {
private final double entityMs;
private final double particleMs;
private final double hudMs;
private final double effectMs;
private final double textMs;
private final double frameMs;
Snapshot(double e, double p, double h, double f, double t, double frame) {
this.entityMs = e;
this.particleMs = p;
this.hudMs = h;
this.effectMs = f;
this.textMs = t;
this.frameMs = frame;
}
public double entityMs() { return entityMs; }
public double particleMs(){ return particleMs; }
public double hudMs() { return hudMs; }
public double effectMs() { return effectMs; }
public double textMs() { return textMs; }
public double frameMs() { return frameMs; }
}
private static final EnumMap<FrameBudget.SubSystem, Double> EMA_MS = new EnumMap<>(FrameBudget.SubSystem.class);
private static final EnumMap<FrameBudget.SubSystem, Long> LAST_SEEN_MS = new EnumMap<>(FrameBudget.SubSystem.class);
private static volatile Snapshot snapshot = new Snapshot(0, 0, 0, 0, 0, 0);
private static long frameStartNs;
private static long frameEndNs;
private static double frameMs;
// Section state — render-thread only, so plain non-volatile fields are enough.
private static FrameBudget.SubSystem currentSection;
private static long sectionStartNs;
private static long sectionAccumulatorNs;
/** Begin a new frame — clears accumulators and records the start time. */
public static void beginFrame() {
frameStartNs = System.nanoTime();
for (FrameBudget.SubSystem s : FrameBudget.SubSystem.values()) {
// We don't clear EMA_MS here — sections that aren't seen this frame decay
// based on LAST_SEEN_MS, see endFrame().
}
}
/** End the frame — decays idle sections, publishes the new snapshot. */
public static void endFrame() {
frameEndNs = System.nanoTime();
long frameNs = frameEndNs - frameStartNs;
frameMs = frameNs / 1_000_000.0;
long nowMs = frameEndNs / 1_000_000L;
double e = decayed(FrameBudget.SubSystem.ENTITIES, nowMs);
double p = decayed(FrameBudget.SubSystem.PARTICLES, nowMs);
double h = decayed(FrameBudget.SubSystem.HUD, nowMs);
double f = decayed(FrameBudget.SubSystem.EFFECTS, nowMs);
double t = decayed(FrameBudget.SubSystem.TEXT, nowMs);
snapshot = new Snapshot(e, p, h, f, t, frameMs);
}
private static double decayed(FrameBudget.SubSystem s, long nowMs) {
Long last = LAST_SEEN_MS.get(s);
if (last != null && nowMs - last > SAMPLE_DECAY_MS) {
EMA_MS.remove(s);
return 0;
}
Double v = EMA_MS.get(s);
return v == null ? 0 : v;
}
/**
* Open a section. The previous section (if any) is closed first so
* nested {@code section(...)} calls on different subsystems accumulate
* correctly without leaking time across sections.
*/
public static Section section(FrameBudget.SubSystem subsystem) {
if (currentSection != null) {
closeSection();
}
currentSection = subsystem;
sectionStartNs = System.nanoTime();
sectionAccumulatorNs = 0;
return new Section(subsystem);
}
/** Close the currently-open section — pushed into the EMA. */
static void closeSection() {
if (currentSection == null) return;
long elapsedNs = System.nanoTime() - sectionStartNs + sectionAccumulatorNs;
double elapsedMs = elapsedNs / 1_000_000.0;
Double prev = EMA_MS.get(currentSection);
double next = prev == null ? elapsedMs : prev * (1 - EMA_ALPHA) + elapsedMs * EMA_ALPHA;
EMA_MS.put(currentSection, next);
LAST_SEEN_MS.put(currentSection, System.nanoTime() / 1_000_000L);
currentSection = null;
sectionStartNs = 0;
sectionAccumulatorNs = 0;
}
/** Suspend the current section (e.g. when calling into another subsystem). */
static void suspend() {
if (currentSection == null) return;
sectionAccumulatorNs += System.nanoTime() - sectionStartNs;
sectionStartNs = 0;
}
/** Resume the current section after a {@link #suspend()}. */
static void resume() {
if (currentSection == null) return;
sectionStartNs = System.nanoTime();
}
/** Read-only snapshot for the F3 overlay. */
public static Snapshot snapshot() {
return snapshot;
}
/** Test-only: reset EMA + section state. */
static void reset() {
EMA_MS.clear();
LAST_SEEN_MS.clear();
snapshot = new Snapshot(0, 0, 0, 0, 0, 0);
currentSection = null;
sectionStartNs = 0;
sectionAccumulatorNs = 0;
frameStartNs = 0;
frameEndNs = 0;
frameMs = 0;
}
/**
* Try-with-resources section. {@code close()} closes the current section
* in {@link FrameProfiler}; nested usage of the same subsystem is fine
* because each {@code close()} only ends the most recent open section.
*/
public static final class Section implements AutoCloseable {
private final FrameBudget.SubSystem subsystem;
private boolean closed;
Section(FrameBudget.SubSystem subsystem) {
this.subsystem = subsystem;
}
public FrameBudget.SubSystem subsystem() {
return subsystem;
}
@Override
public void close() {
if (closed) return;
closed = true;
if (currentSection == subsystem) {
closeSection();
}
}
}
}

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@ -0,0 +1,193 @@
package dev.loki.lovisual.render.engine.optimize.profile;
import java.util.HashMap;
import java.util.Map;
/**
* Bridge between {@code -Dlovisual.opt.*} system properties and the
* engine-side {@link OptimizeToggles}/{@link FrameBudget} state holders.
*
* <p>System-property overrides are the benchmark escape hatch — they let you
* flip a toggle or a budget cap without touching the in-game {@code Optimize}
* module UI. Useful for A/B testing in Stage 5.
*
* <p>Supported properties (all optional):
* <ul>
* <li>{@code -Dlovisual.opt.all=false} — disables every toggle regardless of module state.</li>
* <li>{@code -Dlovisual.opt.entity_lod=true|false} — overrides the entity_lod toggle.</li>
* <li>{@code -Dlovisual.opt.particle_lod=true|false}</li>
* <li>{@code -Dlovisual.opt.spawner_cull=true|false}</li>
* <li>{@code -Dlovisual.opt.spawner_tick_cache=true|false}</li>
* <li>{@code -Dlovisual.opt.block_entity_cache=true|false}</li>
* <li>{@code -Dlovisual.opt.prepared_text_cache=true|false}</li>
* <li>{@code -Dlovisual.opt.micro_opts=true|false}</li>
* <li>{@code -Dlovisual.opt.entity_lod_distance=35} — overrides the distance (4..256).</li>
* <li>{@code -Dlovisual.opt.spawner_distance=16} — overrides the distance (4..64).</li>
* <li>{@code -Dlovisual.opt.budget_mode=off|soft|aggressive}</li>
* <li>{@code -Dlovisual.opt.target_fps=120}</li>
* </ul>
*
* <p>Properties are resolved once per frame via {@link #resolve(Snapshot)} and
* the resulting {@link Snapshot} is applied to {@link OptimizeToggles} and
* {@link FrameBudget}. {@code Optimize} module reads the snapshot in its
* {@code onFrame(float)} lifecycle.
*
* <p>Stage 2 of {@code mod/docs/optimize-layer-design.md}.
*/
public enum OptimizePropertyBridge {
;
/** Cached parsed values — {@link System#getProperty} is too slow for the hot path. */
private static volatile Snapshot cached = new Snapshot();
/** True when the user wants every override disabled (forced off via {@code all=false}). */
public static boolean allOff() {
return "false".equals(System.getProperty("lovisual.opt.all"));
}
/**
* Read the current {@code -Dlovisual.opt.*} properties into a fresh snapshot.
* The Optimize module calls this once per frame (mirrors ZakoOpt's
* {@code ZakoOptConfig.refresh()}).
*/
public static Snapshot resolve() {
Snapshot s = new Snapshot();
s.allOff = allOff();
s.entityLod = boolOverride("entity_lod");
s.particleLod = boolOverride("particle_lod");
s.spawnerCull = boolOverride("spawner_cull");
s.spawnerTickCache = boolOverride("spawner_tick_cache");
s.blockEntityCache = boolOverride("block_entity_cache");
s.preparedTextCache = boolOverride("prepared_text_cache");
s.microOpts = boolOverride("micro_opts");
s.entityLodDistance = intOverride("entity_lod_distance", -1);
s.spawnerDistance = intOverride("spawner_distance", -1);
s.budgetMode = budgetModeOverride();
s.targetFps = intOverride("target_fps", -1);
cached = s;
return s;
}
/** Last resolved snapshot — render code can read this without re-parsing. */
public static Snapshot lastResolved() {
return cached;
}
/** Reset cache — used by tests. */
static void resetCache() {
cached = new Snapshot();
}
/** True if any system property is currently set, false otherwise. */
public static boolean hasOverrides() {
for (String key : OVERRIDE_KEYS) {
if (System.getProperty("lovisual.opt." + key) != null) return true;
}
return System.getProperty("lovisual.opt.all") != null;
}
// ---- helpers ----
private static final String[] OVERRIDE_KEYS = {
"entity_lod", "particle_lod", "spawner_cull", "spawner_tick_cache",
"block_entity_cache", "prepared_text_cache", "micro_opts",
"entity_lod_distance", "spawner_distance", "budget_mode", "target_fps"
};
/**
* Returns {@code null} when the property isn't set (use the module-supplied
* value); {@code Boolean.TRUE}/{@code FALSE} when it's set.
*/
private static Boolean boolOverride(String key) {
String p = System.getProperty("lovisual.opt." + key);
return p == null ? null : Boolean.parseBoolean(p);
}
private static int intOverride(String key, int fallback) {
String p = System.getProperty("lovisual.opt." + key);
if (p == null) return fallback;
try {
return (int) Double.parseDouble(p);
} catch (NumberFormatException e) {
return fallback;
}
}
private static FrameBudget.Mode budgetModeOverride() {
String p = System.getProperty("lovisual.opt.budget_mode");
if (p == null) return null;
return switch (p.toLowerCase()) {
case "off" -> FrameBudget.Mode.OFF;
case "soft" -> FrameBudget.Mode.SOFT;
case "aggressive" -> FrameBudget.Mode.AGGRESSIVE;
default -> null;
};
}
/**
* Resolved snapshot. Each field is one of:
* <ul>
* <li>{@code null} for booleans — use the module's value.</li>
* <li>{@code -1} for ints when unset — use the module's value.</li>
* <li>the explicit override when the property is set.</li>
* </ul>
*/
public static final class Snapshot {
public boolean allOff;
public Boolean entityLod;
public Boolean particleLod;
public Boolean spawnerCull;
public Boolean spawnerTickCache;
public Boolean blockEntityCache;
public Boolean preparedTextCache;
public Boolean microOpts;
public int entityLodDistance = -1;
public int spawnerDistance = -1;
public FrameBudget.Mode budgetMode; // null = use module value
public int targetFps = -1;
/** True when this snapshot should override the given module-side boolean. */
public boolean overrides(Boolean override, boolean moduleValue) {
if (allOff) return false;
if (override != null) return override;
return moduleValue;
}
public int overrides(int override, int moduleValue) {
if (allOff) return moduleValue;
return override > 0 ? override : moduleValue;
}
public FrameBudget.Mode overrides(FrameBudget.Mode override, FrameBudget.Mode moduleValue) {
if (allOff) return FrameBudget.Mode.OFF;
return override != null ? override : moduleValue;
}
public int resolveTargetFps(int moduleValue) {
if (allOff) return moduleValue;
return targetFps > 0 ? targetFps : moduleValue;
}
/** Test-only: pretty-print. */
@Override
public String toString() {
Map<String, Object> m = new HashMap<>();
m.put("allOff", allOff);
m.put("entity_lod", entityLod);
m.put("particle_lod", particleLod);
m.put("spawner_cull", spawnerCull);
m.put("spawner_tick_cache", spawnerTickCache);
m.put("block_entity_cache", blockEntityCache);
m.put("prepared_text_cache", preparedTextCache);
m.put("micro_opts", microOpts);
m.put("entity_lod_distance", entityLodDistance);
m.put("spawner_distance", spawnerDistance);
m.put("budget_mode", budgetMode);
m.put("target_fps", targetFps);
return m.toString();
}
}
}

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package dev.loki.lovisual.render.engine.optimize.profile;
import org.junit.jupiter.api.AfterEach;
import org.junit.jupiter.api.Test;
import static org.junit.jupiter.api.Assertions.assertEquals;
import static org.junit.jupiter.api.Assertions.assertFalse;
import static org.junit.jupiter.api.Assertions.assertTrue;
/**
* Verifies {@link FrameBudget} — the user-facing budget envelope.
*
* <p>Three assertions matter most:
* <ol>
* <li>OFF mode = full quality (scale 1.0, no subsystem is limited).</li>
* <li>SOFT/AGGRESSIVE modes scale the baseline caps correctly (0.9 / 0.6).</li>
* <li>The user-supplied target FPS is clamped to a sane range and the per-subsystem
* caps track the scale.</li>
* </ol>
*/
public final class FrameBudgetTest {
@AfterEach
void reset() {
FrameBudget.reset();
}
@Test
void offIsFullQualityByDefault() {
FrameBudget.reset();
assertEquals(FrameBudget.Mode.OFF, FrameBudget.mode());
assertEquals(FrameBudget.DEFAULT_TARGET_FPS, FrameBudget.targetFps());
assertEquals(1.0, FrameBudget.scale(), 1e-9);
assertFalse(FrameBudget.limits(FrameBudget.SubSystem.ENTITIES));
assertFalse(FrameBudget.limits(FrameBudget.SubSystem.PARTICLES));
assertFalse(FrameBudget.limits(FrameBudget.SubSystem.HUD));
}
@Test
void softScalesBy09() {
FrameBudget.apply(FrameBudget.Mode.SOFT, 60);
assertEquals(0.9, FrameBudget.scale(), 1e-9);
assertTrue(FrameBudget.limits(FrameBudget.SubSystem.ENTITIES));
assertTrue(FrameBudget.limits(FrameBudget.SubSystem.PARTICLES));
// Distance caps shrink with the scale.
double d = 35 * 0.9;
assertEquals(d * d, FrameBudget.entityLodDistanceSq(), 0.5);
}
@Test
void aggressiveScalesBy06() {
FrameBudget.apply(FrameBudget.Mode.AGGRESSIVE, 120);
assertEquals(0.6, FrameBudget.scale(), 1e-9);
assertTrue(FrameBudget.limits(FrameBudget.SubSystem.EFFECTS));
assertTrue(FrameBudget.limits(FrameBudget.SubSystem.TEXT));
// Particle near/mid thresholds shrink with the scale.
assertEquals((16 * 0.6) * (16 * 0.6), FrameBudget.particleNearSq(), 0.5);
assertEquals((32 * 0.6) * (32 * 0.6), FrameBudget.particleMidSq(), 0.5);
}
@Test
void targetFpsIsClamped() {
FrameBudget.apply(FrameBudget.Mode.SOFT, 5);
assertEquals(15, FrameBudget.targetFps());
FrameBudget.apply(FrameBudget.Mode.SOFT, 1000);
assertEquals(360, FrameBudget.targetFps());
FrameBudget.apply(FrameBudget.Mode.SOFT, -10);
assertEquals(15, FrameBudget.targetFps());
}
@Test
void trailMaxPointsShrinkWithBudget() {
FrameBudget.apply(FrameBudget.Mode.OFF, 60);
assertEquals(256, FrameBudget.trailMaxPoints());
FrameBudget.apply(FrameBudget.Mode.SOFT, 60);
// 256 * 0.9 = 230.4 -> rounded
assertTrue(FrameBudget.trailMaxPoints() >= 200 && FrameBudget.trailMaxPoints() <= 240,
"SOFT trail max should be ~230, got " + FrameBudget.trailMaxPoints());
FrameBudget.apply(FrameBudget.Mode.AGGRESSIVE, 60);
// 256 * 0.6 = 153.6 -> rounded
assertTrue(FrameBudget.trailMaxPoints() >= 140 && FrameBudget.trailMaxPoints() <= 170,
"AGGRESSIVE trail max should be ~154, got " + FrameBudget.trailMaxPoints());
}
@Test
void trailStepGrowsWhenBudgetTightens() {
// Step is divided by the scale — AGGRESSIVE (0.6) gives a longer step (less frequent sampling).
FrameBudget.apply(FrameBudget.Mode.OFF, 60);
long baseStep = FrameBudget.trailStepNs();
FrameBudget.apply(FrameBudget.Mode.AGGRESSIVE, 60);
assertTrue(FrameBudget.trailStepNs() > baseStep,
"Step should grow with AGGRESSIVE: base=" + baseStep + ", aggressive=" + FrameBudget.trailStepNs());
}
@Test
void resetReturnsToOffAndDefaultFps() {
FrameBudget.apply(FrameBudget.Mode.AGGRESSIVE, 240);
FrameBudget.reset();
assertEquals(FrameBudget.Mode.OFF, FrameBudget.mode());
assertEquals(FrameBudget.DEFAULT_TARGET_FPS, FrameBudget.targetFps());
assertEquals(1.0, FrameBudget.scale(), 1e-9);
}
@Test
void modeActiveFlag() {
assertFalse(FrameBudget.Mode.OFF.active());
assertTrue(FrameBudget.Mode.SOFT.active());
assertTrue(FrameBudget.Mode.AGGRESSIVE.active());
}
@Test
void spawnerDistanceNeverGoesBelow4() {
FrameBudget.apply(FrameBudget.Mode.AGGRESSIVE, 30);
assertTrue(FrameBudget.spawnerDistance() >= 4,
"Spawner distance should be clamped at 4, got " + FrameBudget.spawnerDistance());
}
}

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package dev.loki.lovisual.render.engine.optimize.profile;
import org.junit.jupiter.api.AfterEach;
import org.junit.jupiter.api.Test;
import static org.junit.jupiter.api.Assertions.assertEquals;
import static org.junit.jupiter.api.Assertions.assertTrue;
/**
* Verifies {@link FrameProfiler} — the per-section frame profiler.
*
* <p>Stage 2 of {@code mod/docs/optimize-layer-design.md}. The profiler is
* render-thread only; tests run on the JUnit main thread so the same thread
* owns both {@code beginFrame}/{@code endFrame} and the section lifecycle.
*/
public final class FrameProfilerTest {
@AfterEach
void reset() {
FrameProfiler.reset();
}
@Test
void snapshotStartsAtZero() {
FrameProfiler.Snapshot s = FrameProfiler.snapshot();
assertEquals(0, s.entityMs(), 1e-9);
assertEquals(0, s.particleMs(), 1e-9);
assertEquals(0, s.hudMs(), 1e-9);
assertEquals(0, s.effectMs(), 1e-9);
assertEquals(0, s.textMs(), 1e-9);
assertEquals(0, s.frameMs(), 1e-9);
}
@Test
void sectionTimeIsRecordedAfterClose() throws InterruptedException {
FrameProfiler.beginFrame();
try (FrameProfiler.Section s = FrameProfiler.section(FrameBudget.SubSystem.PARTICLES)) {
Thread.sleep(5);
}
FrameProfiler.endFrame();
FrameProfiler.Snapshot snap = FrameProfiler.snapshot();
assertTrue(snap.particleMs() > 0,
"Particle section should record >0 ms, got " + snap.particleMs());
assertTrue(snap.particleMs() < 50,
"5ms sleep should not produce huge EMA, got " + snap.particleMs());
}
@Test
void frameMsReflectsBeginEndGap() throws InterruptedException {
FrameProfiler.beginFrame();
Thread.sleep(10);
FrameProfiler.endFrame();
double frameMs = FrameProfiler.snapshot().frameMs();
assertTrue(frameMs >= 10,
"Frame time should be >= 10ms, got " + frameMs);
assertTrue(frameMs < 200,
"Frame time should be reasonable (<200ms), got " + frameMs);
}
@Test
void nestedSectionsAreClosed() throws InterruptedException {
FrameProfiler.beginFrame();
try (FrameProfiler.Section outer = FrameProfiler.section(FrameBudget.SubSystem.ENTITIES)) {
Thread.sleep(2);
// Opening a new section implicitly closes the previous one.
try (FrameProfiler.Section inner = FrameProfiler.section(FrameBudget.SubSystem.HUD)) {
Thread.sleep(2);
}
}
FrameProfiler.endFrame();
FrameProfiler.Snapshot s = FrameProfiler.snapshot();
assertTrue(s.entityMs() > 0, "Entity section should be recorded");
assertTrue(s.hudMs() > 0, "HUD section should be recorded");
}
@Test
void idleSectionDecaysAfter2Seconds() throws InterruptedException {
FrameProfiler.beginFrame();
try (FrameProfiler.Section s = FrameProfiler.section(FrameBudget.SubSystem.TEXT)) {
Thread.sleep(2);
}
FrameProfiler.endFrame();
assertTrue(FrameProfiler.snapshot().textMs() > 0, "Text section should be recorded first");
// Wait long enough for the decay threshold (2000 ms) to trigger.
Thread.sleep(2200);
FrameProfiler.beginFrame();
FrameProfiler.endFrame();
assertEquals(0, FrameProfiler.snapshot().textMs(), 1e-9,
"Text section should decay to 0 after 2s idle");
}
@Test
void emaSmoothsSingleOutlier() throws InterruptedException {
FrameProfiler.beginFrame();
try (FrameProfiler.Section s = FrameProfiler.section(FrameBudget.SubSystem.HUD)) {
Thread.sleep(1);
}
FrameProfiler.endFrame();
// Repeat several short frames; the EMA should converge towards the short value.
for (int i = 0; i < 10; i++) {
FrameProfiler.beginFrame();
try (FrameProfiler.Section s = FrameProfiler.section(FrameBudget.SubSystem.HUD)) {
Thread.sleep(1);
}
FrameProfiler.endFrame();
}
double hudMs = FrameProfiler.snapshot().hudMs();
assertTrue(hudMs > 0 && hudMs < 10,
"EMA of HUD section should be small after 10 short frames, got " + hudMs);
}
@Test
void resetClearsAllState() throws InterruptedException {
FrameProfiler.beginFrame();
try (FrameProfiler.Section s = FrameProfiler.section(FrameBudget.SubSystem.EFFECTS)) {
Thread.sleep(3);
}
FrameProfiler.endFrame();
FrameProfiler.reset();
FrameProfiler.Snapshot snap = FrameProfiler.snapshot();
assertEquals(0, snap.effectMs(), 1e-9);
assertEquals(0, snap.frameMs(), 1e-9);
}
@Test
void sectionCloseIsIdempotent() throws InterruptedException {
FrameProfiler.beginFrame();
FrameProfiler.Section s = FrameProfiler.section(FrameBudget.SubSystem.PARTICLES);
Thread.sleep(2);
s.close();
s.close(); // Should not throw or double-count.
FrameProfiler.endFrame();
assertTrue(FrameProfiler.snapshot().particleMs() > 0);
}
}

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package dev.loki.lovisual.render.engine.optimize.profile;
import org.junit.jupiter.api.AfterEach;
import org.junit.jupiter.api.BeforeEach;
import org.junit.jupiter.api.Test;
import static org.junit.jupiter.api.Assertions.assertEquals;
import static org.junit.jupiter.api.Assertions.assertFalse;
import static org.junit.jupiter.api.Assertions.assertNull;
import static org.junit.jupiter.api.Assertions.assertTrue;
/**
* Verifies {@link OptimizePropertyBridge} — the {@code -Dlovisual.opt.*}
* override resolver. Each test sets the system property, calls {@link
* OptimizePropertyBridge#resolve()}, then clears the property.
*/
public final class OptimizePropertyBridgeTest {
@AfterEach
void cleanup() {
for (String k : new String[]{
"lovisual.opt.all",
"lovisual.opt.entity_lod", "lovisual.opt.particle_lod",
"lovisual.opt.spawner_cull", "lovisual.opt.spawner_tick_cache",
"lovisual.opt.block_entity_cache", "lovisual.opt.prepared_text_cache",
"lovisual.opt.micro_opts",
"lovisual.opt.entity_lod_distance", "lovisual.opt.spawner_distance",
"lovisual.opt.budget_mode", "lovisual.opt.target_fps"
}) {
System.clearProperty(k);
}
OptimizePropertyBridge.resetCache();
}
@Test
void noPropertiesMeansNoOverrides() {
OptimizePropertyBridge.Snapshot s = OptimizePropertyBridge.resolve();
assertFalse(s.allOff);
assertFalse(OptimizePropertyBridge.hasOverrides());
assertNull(s.entityLod);
assertNull(s.particleLod);
assertNull(s.budgetMode);
assertEquals(-1, s.entityLodDistance);
}
@Test
void allFalseDisablesEverything() {
System.setProperty("lovisual.opt.all", "false");
OptimizePropertyBridge.Snapshot s = OptimizePropertyBridge.resolve();
assertTrue(s.allOff);
// overrides() should return false for every boolean regardless of the per-key override.
System.setProperty("lovisual.opt.entity_lod", "true");
s = OptimizePropertyBridge.resolve();
assertFalse(s.overrides(s.entityLod, true),
"all=false should disable even an explicit true override");
}
@Test
void entityLodBooleanOverride() {
System.setProperty("lovisual.opt.entity_lod", "true");
OptimizePropertyBridge.Snapshot s = OptimizePropertyBridge.resolve();
assertEquals(Boolean.TRUE, s.entityLod);
assertTrue(s.overrides(s.entityLod, false));
System.setProperty("lovisual.opt.entity_lod", "false");
s = OptimizePropertyBridge.resolve();
assertEquals(Boolean.FALSE, s.entityLod);
assertFalse(s.overrides(s.entityLod, true));
}
@Test
void distanceOverride() {
System.setProperty("lovisual.opt.entity_lod_distance", "100");
OptimizePropertyBridge.Snapshot s = OptimizePropertyBridge.resolve();
assertEquals(100, s.entityLodDistance);
assertEquals(100, s.overrides(s.entityLodDistance, 35));
}
@Test
void distanceOverrideFallsBackWhenUnset() {
OptimizePropertyBridge.Snapshot s = OptimizePropertyBridge.resolve();
// -1 means "use the module value".
assertEquals(35, s.overrides(s.entityLodDistance, 35));
}
@Test
void invalidDistanceFallsBack() {
System.setProperty("lovisual.opt.entity_lod_distance", "not-a-number");
OptimizePropertyBridge.Snapshot s = OptimizePropertyBridge.resolve();
// The bridge returns -1 (the fallback) when parsing fails, and overrides()
// uses the module value when override <= 0.
assertEquals(-1, s.entityLodDistance);
assertEquals(35, s.overrides(s.entityLodDistance, 35));
}
@Test
void budgetModeOverride() {
System.setProperty("lovisual.opt.budget_mode", "soft");
OptimizePropertyBridge.Snapshot s = OptimizePropertyBridge.resolve();
assertEquals(FrameBudget.Mode.SOFT, s.budgetMode);
System.setProperty("lovisual.opt.budget_mode", "aggressive");
s = OptimizePropertyBridge.resolve();
assertEquals(FrameBudget.Mode.AGGRESSIVE, s.budgetMode);
System.setProperty("lovisual.opt.budget_mode", "off");
s = OptimizePropertyBridge.resolve();
assertEquals(FrameBudget.Mode.OFF, s.budgetMode);
}
@Test
void budgetModeUnknownStringIsNull() {
System.setProperty("lovisual.opt.budget_mode", "turbo");
OptimizePropertyBridge.Snapshot s = OptimizePropertyBridge.resolve();
assertNull(s.budgetMode);
// The bridge falls back to the module value when budgetMode is null.
assertEquals(FrameBudget.Mode.SOFT, s.overrides(s.budgetMode, FrameBudget.Mode.SOFT));
}
@Test
void targetFpsOverride() {
System.setProperty("lovisual.opt.target_fps", "144");
OptimizePropertyBridge.Snapshot s = OptimizePropertyBridge.resolve();
assertEquals(144, s.targetFps);
assertEquals(144, s.resolveTargetFps(60));
}
@Test
void targetFpsFallsBackWhenUnset() {
OptimizePropertyBridge.Snapshot s = OptimizePropertyBridge.resolve();
// Unset = -1 sentinel (the bridge never silently substitutes DEFAULT_TARGET_FPS,
// so the module value always wins when the property is unset).
assertEquals(-1, s.targetFps);
assertEquals(120, s.resolveTargetFps(120));
assertEquals(60, s.resolveTargetFps(60));
}
@Test
void hasOverridesDetectsAnyProperty() {
assertFalse(OptimizePropertyBridge.hasOverrides());
System.setProperty("lovisual.opt.micro_opts", "false");
assertTrue(OptimizePropertyBridge.hasOverrides());
}
@Test
void allFalseSetsHasOverrides() {
System.setProperty("lovisual.opt.all", "false");
assertTrue(OptimizePropertyBridge.hasOverrides());
}
@Test
void lastResolvedMatchesLatest() {
System.setProperty("lovisual.opt.spawner_cull", "true");
OptimizePropertyBridge.resolve();
assertEquals(Boolean.TRUE, OptimizePropertyBridge.lastResolved().spawnerCull);
System.setProperty("lovisual.opt.spawner_cull", "false");
OptimizePropertyBridge.resolve();
assertEquals(Boolean.FALSE, OptimizePropertyBridge.lastResolved().spawnerCull);
}
@Test
void snapshotToStringDoesNotCrash() {
OptimizePropertyBridge.Snapshot s = OptimizePropertyBridge.resolve();
String str = s.toString();
assertTrue(str.contains("entity_lod"));
assertTrue(str.contains("budget_mode"));
}
}