fix(media): play at the clip's real rate — the pipe was copying a frame per read

Reported as "the default video and the green screen video are playing at a hideously slow
rate… I thought the playback timing issues were resolved?!" They were not: two independent
faults, both in the shared clip pipe.

1. QUADRATIC COPY IN THE FRAME READER. `RawVideoFrameReader` re-concatenated the whole pending
   buffer on every `Feed`, and the pipe feeds it 64 KB at a time. A 1080p BGRA frame is 8 MB, so
   one frame cost ~127 copies of a growing buffer — roughly half a gigabyte of memcpy per frame.
   Measured on a 30 fps clip: 6 frames in 3 seconds (2 fps). The reader now fills one preallocated
   frame buffer and hands that array to the VideoFrame, so a frame is copied exactly once. Pipe
   reads are 256 KB. Same clip: 29 fps.

2. PACING SLEPT ON TOP OF THE WORK. A fixed 1/fps sleep after each frame adds the frame's own
   cost, so 20 ms of work on a 30 fps clip yields 1/(33+20) ≈ 19 fps — measured 20.9. Pacing is
   now deadline-based (`Helpers/FramePacer.cs`): wait only what is left of the frame's interval,
   resync when a frame overruns instead of bursting, never sleep longer than one interval.

The alert clip shares this pipe, so it gained both fixes.

Tests: `FramePacerTests` (subtract work, no drift, late → resync, zero duration, reset);
`ChromaKeyRealClipTests.RealClip_PlaysAtItsNativeRate` (throughput floor of 15 fps on the real
30 fps clip — the old code sat at 2); the two pacing assertions now check "at most one interval"
rather than an exact sleep, which is what deadline pacing means. Full suite: 574 passed,
0 failed, clean build.
This commit is contained in:
2026-11-05 09:57:07 -08:00
parent 69e595da25
commit 5577aaaf91
8 changed files with 203 additions and 35 deletions
+47
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using System;
namespace ytLive.Helpers;
/// <summary>
/// Paces a frame stream to wall-clock deadlines instead of sleeping a fixed interval after each
/// frame. The difference matters: a fixed sleep ADDS the frame's own decode/copy cost, so a 30 fps
/// clip with 20 ms of work per frame plays at 1/(33+20) ≈ 19 fps — which is what a 1080p video layer
/// did (measured 20.9 fps on a 30 fps clip, 2026-11-05). Here the target is <c>start + n × frame</c>,
/// so work is absorbed by the interval when it fits, and a stream that has fallen behind resyncs
/// instead of bursting to catch up.
/// </summary>
public sealed class FramePacer
{
private long _nextTicks = long.MinValue;
/// <summary>How long to wait after emitting the frame at <paramref name="now"/>. Returns zero
/// when the frame is already due (or late).</summary>
public TimeSpan DelayFor(TimeSpan frameDuration, TimeSpan now)
{
if (frameDuration <= TimeSpan.Zero) return TimeSpan.Zero;
if (_nextTicks == long.MinValue)
{
_nextTicks = now.Ticks + frameDuration.Ticks;
return frameDuration;
}
var remaining = TimeSpan.FromTicks(_nextTicks - now.Ticks);
_nextTicks += frameDuration.Ticks;
if (remaining < TimeSpan.Zero)
{
// Late (the frame's work exceeded its interval): resync to now rather than emitting a
// burst of frames back-to-back, which the viewer would see as a speed-up.
_nextTicks = now.Ticks + frameDuration.Ticks;
return TimeSpan.Zero;
}
// Never wait longer than one interval, even if the caller's clock stood still (a fake delay
// in a test, or a suspended machine): a longer sleep would be a pause, not pacing.
return remaining > frameDuration ? frameDuration : remaining;
}
/// <summary>Restarts the schedule (a new playback pass begins at the top of the file).</summary>
public void Reset() => _nextTicks = long.MinValue;
}