native: perf telemetry, 2 frames in flight, 120 Hz pacing, GPU shadow map
- --perf-log CSV + logcat telemetry (perf_log.h, EterBase/PerfCounters.h), incl. display refresh rate / app vsync rate, thermal, CPU clocks; tools/pull_perf_logs.sh + tools/perf_summary.py - Vulkan renderer: two frames in flight, in-frame texture uploads (no vkQueueWaitIdle), --fps-cap / --refresh-rate / --frames-in-flight - Android: ANativeWindow_setFrameRate, ADPF performance hint, appCategory=game (ColorOS no longer drops to 60 Hz when idle) - Character shadow map rendered on the GPU into an offscreen render target instead of CPU rasterization + per-frame 1 MB upload; --cpu-shadow keeps the old path. Device (120 Hz, 32 mobs): 75 -> ~115 fps, script thread 8.9 -> 3.4 ms. draw_capture format v10. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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