Measure Windows interop GPU boundaries without added completion waits

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Codex committed 2026-10-02 10:08:47 +03:00
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@@ -130,6 +130,27 @@ scans, stdout/stderr, exceptions and runtime provenance. To include the local
validated output-store optimization, pass its combined native directory with
`-NativeRoot`; proprietary objects remain local.
`-ProfileGpuBoundary` (requires `-AsyncInterop`) adds D3D12 timestamps before
and after the VRAM input/output copies. Resolved results are read only once
the copy slot's existing fence completes; 32 diagnostic bytes per frame are
read and no new completion wait is added. `external_span_ms` spans HIP and
host/driver scheduling across the external fence. `between_boundaries_ms`
also includes game rendering, and `input_interval_ms` is not Present timing.
These queries obey the queue's timestamp ordering and add GPU commands; they
are disabled for an ordinary FPS run. GPU clock behavior during idle can
affect intervals; no hardware occupancy is inferred. Timestamp semantics:
[Microsoft D3D12 timing](https://learn.microsoft.com/en-us/windows/win32/direct3d12/timing).
The timestamp-enabled 4K burst/recreation gate completes twelve frames, all
finite; all six async RGB outputs still match their fresh controls exactly.
Each async mode emits all three timing records, including the final frame
at feature release. Results: `test-results/k-async-gpu-boundary-4k`.
All sixteen CTest gates pass on the rebuilt shim. Reproduce with:
```powershell
.\scripts\windows\test-async-k.ps1 -ProfileGpuBoundary
```
Further game coverage (HIP kernel profiling disabled, GPU output checks enabled):
M at 1920x1080 completes 4833 frames, all finite. K at 3840x2160 completes
4685 frames, all finite. Neither has a backend failure, CPU image copy or an