- docs/profiling.md: new "Profiling the render path" section — headless step() doesn't render; automation.screenshot() forces a render but PNG encoding then dominates (~96% of instructions in libsfml stbi_zlib_compress), burying engine work. Guidance: profile update/animation with step()-only, subtract stbi_* for the render path. Alludes to the Hybrid Scene Serialization wiki proposal (QOI + UI-tree serialization) as a faster capture path that would also de-noise screenshot-driven profiling. - tests/benchmarks/profile_workload.py: reusable full-loop driver (textured grid + moving entities + animated nested UI, forced renders). This is the workload that surfaced #348. Refs #345, #348. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Native Profiling Workflow (Callgrind + perf)
External C++ profiling for engine hot-path work (issue #345). This is separate from
the in-engine ProfilerOverlay / ProfilingMetrics live HUD (src/Profiler.*,
GameEngine.h) — those show frame time / draw calls at runtime; this is for
diagnosing and A/B-validating C++ optimizations (e.g. #331, #342, #343, #344).
The profiling build
The default make (Release, -O3 -DNDEBUG) omits frame pointers and ships no DWARF,
so it can't be line-annotated or unwound. make build-debug (-O0) profiles the wrong
(unoptimized) code. Use the dedicated profiling build instead:
make profile
Produces build-profile/mcrogueface, configured RelWithDebInfo (-O2 -g) plus
-fno-omit-frame-pointer (CMake -DMCRF_PROFILE=ON). Not stripped. The build is
self-contained — lib/, assets/, and scripts/ are copied next to the binary just
like the normal build, so --headless --exec works out of the box.
Callgrind — primary, deterministic, no special permissions
Best fit for validating optimizations. --headless --exec <script> is deterministic,
so Callgrind yields exact, reproducible instruction counts (Ir) with source file:line
attribution and call counts. ~30-50x slowdown, so point it at a bounded benchmark.
One-shot via the Makefile (defaults to the #331 benchmark; override with SCRIPT=):
make callgrind SCRIPT=tests/benchmarks/issue_331_property_read_bench.py
callgrind_annotate build-profile/callgrind.out | head -60
Or manually:
valgrind --tool=callgrind --callgrind-out-file=build-profile/callgrind.out \
build-profile/mcrogueface --headless --exec tests/benchmarks/<bench>.py
# Function-level, engine code only:
callgrind_annotate --threshold=95 build-profile/callgrind.out \
| grep -E "src/" | grep -Ev "python3\.14|/usr/|libpython"
A/B a change: run Callgrind before and after, compare the total Ir for the target
function (Callgrind reports per-function self + inclusive counts and per-call-site
counts). Because it's deterministic, any delta is the change, not noise. kcachegrind
(GUI) isn't installed on the dev box; callgrind_annotate (CLI) is sufficient.
Caveat: Callgrind models an idealized cache and counts instructions, not wall-clock — great for "did this do less work," not for real-time behavior.
Profiling the render path — and the screenshot/PNG trap
In headless mode mcrfpy.step() does not render (the render path is stubbed); the
only way to force a real render is automation.screenshot(), which flushes the
off-screen target to a PNG. That has a sharp consequence for profiling: PNG encoding
dominates the profile. On a representative full-loop workload, ~96% of instructions
landed in libsfml's stbi_zlib_compress / stbiw__encode_png_line — the actual engine
render/update/animation work was buried under 3%.
Implications:
- To profile update / animation logic, use a
step()-only workload with no screenshots — the render cost (and the PNG artifact) is absent, so engine work is the whole profile. - To profile the render path itself, expect to subtract the PNG cost (filter out
stbi_*/ libsfml-graphics symbols) or drive rendering by another means. - The per-frame PNG cost is an artifact of the screenshot serialization format, not of rendering. A faster capture path (e.g. QOI encoding, plus a McRogueFace-specific UI-tree serialization) is explored in the wiki proposal Hybrid Scene Serialization; if adopted it would also make screenshot-driven profiling far less noisy.
A ready full-loop workload (textured grid + moving entities + animated nested UI, with
forced renders) lives at tests/benchmarks/profile_workload.py.
perf — real wall-clock sampling
For the interactive game where you need actual time spent (draw calls, SFML/Python cost Callgrind's model hides):
perf record --call-graph fp -- build-profile/mcrogueface [args]
perf report
--call-graph fp relies on the frame pointers the profiling build retains.
Prerequisite (one-time, needs root): the dev box ships
kernel.perf_event_paranoid = 3, which blocks perf_event_open for non-root entirely.
Lower it for the session:
sudo sysctl kernel.perf_event_paranoid=1
(Or run perf under sudo. To persist, add kernel.perf_event_paranoid = 1 to
/etc/sysctl.conf.)
Notes
- gprof is intentionally not used: it requires a
-pginstrumentation recompile and handles the Python/SFML shared libraries poorly. - Clean up with
make clean-profile(also covered bymake clean-all).