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IMX6U-Game/.gitignore
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SepComet d92b890528 修正板端性能测试误判并加速 framebuffer 提交
板端测试发现轻量 Demo 在未优化 ARM 构建下只有十几帧,但 Release 构建后可达到约 76 FPS。问题主要来自单配置 CMake 构建未默认启用 Release,以及 fb0 提交路径逐像素通用转换成本过高。

本次变更将单配置生成器默认构建类型设为 Release,避免 ARM/fb0 性能测试误用未优化构建;同时为 FBDisplay 增加 RGB565、ARGB8888/XRGB8888、RGBA8888 连续内存等常见格式快速路径。Demo 临时移除旋转正方体,保留 2D sprite、tilemap、FPS 和 Frame/Present 耗时显示,用于定位板端 framebuffer 提交瓶颈。

Constraint: IMX6U framebuffer 性能结论必须基于 Release 构建
Constraint: 核心代码保持 C++11 兼容,不引入新依赖
Rejected: 直接判断板子性能不足 | 未优化构建会严重放大逐像素循环成本
Rejected: 继续优化 3D 正方体路径 | 当前瓶颈已由 Frame/Present 计时证明主要在 fb0 present
Confidence: high
Scope-risk: moderate
Directive: 后续板端性能测试先确认 CMAKE_BUILD_TYPE=Release,再分析算法瓶颈
Directive: 2D-only 场景不要使用会清 depth buffer 的 DrawContext::clear()
Tested: cmake --build build-win --config Release
Tested: wsl bash -lc "cd /mnt/d/source/IMX6U-Game && cmake --build build-arm-fb"
Not-tested: 实机 framebuffer 像素格式以外的非常见 fb0 layout
2026-06-07 14:24:32 +08:00

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# Visual Studio user-specific files
*.user
*.suo
*.userosscache
*.sln.docstates
# Visual Studio build artifacts
.vs/
[Dd]ebug/
[Rr]elease/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
out/
bin/
obj/
# MSVC intermediate and debug files
*.obj
*.ipdb
*.iobj
*.ilk
*.pdb
*.idb
*.tlog
*.lastbuildstate
*.recipe
*.log
# CMake / generated project files
build/
Build/
CMakeFiles/
CMakeCache.txt
cmake-build-*/
compile_commands.json
CTestTestfile.cmake
CPackConfig.cmake
# Test and coverage output
*.gcno
*.gcda
*.profraw
*.profdata
*.coverage
# OS / editor noise
.DS_Store
Thumbs.db
# AI
.claude
.codex
CLAUDE.md
AGENTS.md
.omc
.omx
build-win
build-linux
build-arm-fb
build-arm-sdl
.idea
assets/test
gcc-linaro-4.9.4-2017.01-x86_64_arm-linux-gnueabihf.tar.xz