perf(pump): slice 18 — C4 blit-on-change composite cache

ty-1841: capture fixed (band ~20 updates/s, no tears) but FramePump stalls
on EVERY iteration (totalMs 21-44, render=full-render split=0 elements=6
dynamic=4) — the render ceiling, ~22-28 composites/s, caps the desktop in a
60fps file. SceneGraph can't help: the live backdrop is element 0 and cannot
be baked (a cached capture goes stale), so the cache lives at the pump.

RenderFull wraps both full-render call sites: BuildFullRenderSignature hashes
the full input identity (options rect, social bar, per-element layout/visual
bits + the frame each element would resolve through the SAME resolver seam,
using array identity + Epoch + CropBounds); unchanged identity reuses the last
composite with one Buffer.BlockCopy (~3ms) instead of a ~30ms re-composite.
Cache buffer is a separate long-lived array, written pre-burn/pre-recycle
(the caller burns the frame counter and recycles scratch AFTER render).
Engagement gated on the 1:1 config (the only deployed tier). Telemetry
surfaces `cache NR/WH` on the 5s stats line.

Same shape as OBS (sources cache their surface, the scene blits on update) —
docs.obsproject.com/backend-design, the pattern this repo cites since the
2026-09-04 paste-cache slice.

Good Dog: FullRenderCache_StaticInputs_RenderOnce_Then_Reuse_UntilInputChanges
(static scene renders ONCE + byte-identical reuse; new frame+Epoch invalidates).
297/297 green, 0 warnings, verify.sh scope-locked (FramePump.cs, FramePumpTests.cs
+ ai.md/HANDOFF/MyMistakes). No push — device re-verify next.
This commit is contained in:
2026-09-15 07:57:09 -07:00
parent b37b8a30f9
commit 64a5a6d06f
5 changed files with 378 additions and 67 deletions
+49 -59
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@@ -1,11 +1,11 @@
# HANDOFF — 2026-09-14 (slice-17 concurrent capture conversions committed locally — device verify next)
# HANDOFF — 2026-09-15 (slice-18 C4 composite cache committed locally — device verify next)
## Branch / Commit State
`main` HEAD = **slice-17 commit** (overlapping capture readbacks — committed LOCALLY, **NOT
pushed**; web/A/V work stays commit-local until greenlight). Before it: slice-16 capture
conversion fix, slice-15 pacing fix (FramePump), `c01206f` (composition capture), `b22d08e`
(signed audio-sync, pushed). Working tree **clean**.
`main` HEAD = **slice-18 commit** (C4 blit-on-change composite cache — committed LOCALLY, **NOT
pushed**; web/A/V work stays commit-local until greenlight). Before it: slice-17 overlapping
capture readbacks, slice-16 capture conversion fix, slice-15 pacing fix (FramePump), `c01206f`
(composition capture), `b22d08e` (signed audio-sync, pushed). Working tree clean.
## ⚠️ Branding (2026-09-14, creator-corrected): product = **llamacasty**, internals = ytLive
@@ -13,61 +13,46 @@ The product is **llamacasty**; repo path, csproj `AssemblyName`/`RootNamespace`,
(`%APPDATA%\ytLlive\...`), and most code names are the legacy **ytLive/ytLlive**. User-facing
language says "llamacasty"; code/assembly/repo names stay ytLive. See `ai.md` → Brand.
## 🔬 Slice-16 build was still too frozen — take ty-20260914-1824 says the READBACK is the wall
## ✅ Committed locally — slice 18: C4 = FramePump blit-on-change composite cache
Slice 15 fixed pacing (video 729 frames @60 = 12.15s ≈ audio 12.35s — pacing healthy). But the
creator reports the desktop layer **still looks like missing frames / choppy vs live**. Decoded
`ty-20260914-1824-0000-2.mp4` to `/mnt/c/tmpout/f1824.raw` and audited:
- Desktop band: **6.8 content updates/s, 88% frozen**, one **4.85s freeze** at start. Worse,
not better, than 1742.
- BUT the new slice-16 telemetry proved the downscale fix WORKS: `conv avg 46-50ms, max ~61ms,
~16-20 conversions/s, skip busy 37-83 per 2s, skip cadence 0, ring allocs 0`. The ring is
steady-state (no allocs); the **GPU→CPU readback (`CreateCopyFromSurfaceAsync`) is ~45ms of
the conversion** on a 240Hz-HDR box sharing the GPU with the encoder. **The wall was never
the CPU downscale.**
- FramePump worst render 165ms startup spike → 33-42ms sustained (whole-frame ~7.1/s ⇒ render
is the SECOND cap, ~30 unique composites/s).
- Delivery is healthy (60-100 arrivals/s) ⇒ focus-loss OS throttling is NOT the cause (that
theory is now closed).
The ty-1841 take (slice-17 build) proved capture fixed (band ~20 fresh updates/s, no tears, pacing
clean) but the render is STILL the wall: **FramePump stall on EVERY iteration** (`totalMs 21-44`,
`render=full-render split=0 elements=6 dynamic=4`, worst render 166ms startup spike) — only ~22-28
composites/s. The SceneGraph split can't fix it: `GetSplitPoint` returns **0** because the
live-capture backdrop is element 0 and CANNOT be baked (a cached capture goes stale).
## 🔬 Committed locally — slice 17: overlapping readbacks + monotonic publish + deeper pool
**What** (`Services/Encoder/FramePump.cs`, + new Good Dog test in `ytLive.Tests/FramePumpTests.cs`):
the full-render path now caches the last composite + its INPUT IDENTITY. `BuildFullRenderSignature`
mirrors the compositor's own resolution (same resolver seam: element ref + layout/visual bits +
resolved frame's array identity + Epoch + CropBounds + options + social bar) — unchanged identity →
ONE `Buffer.BlockCopy` (~3ms) instead of the full re-composite (~30ms); changed identity → re-render.
Cache buffer is a separate long-lived array, written pre-burn/pre-recycle (never the scratch pool).
Gated on the 1:1 config (the only deployed tier). Telemetry: `cache {renders}R/{hits}H` on the 5s
stats line + internal `CacheHits`/`CacheRenders`/`OutputIndex`.
**What** (`Services/ScreenCaptureFrameSource.cs` + new `Services/MonotonicGate.cs` + locked
`Services/FrameRingBuffer.cs`):
1. **MaxConcurrentConversions = 3** readbacks in flight (was one-in-flight `_framePending`),
pool buffers 2 → **5** so in-flight frames fit.
2. **MonotonicLatest publish gate** (`MonotonicGate`, new internal): a completed readback is
published ONLY if its Epoch is strictly newer than the last published. Overlapping
conversions can finish out of order; a slow OLDER completion must never overwrite a newer
`LatestFrame` (backwards time hole = the mirror of the 1742 tear). Epoch via
`Interlocked.Increment`.
3. `FrameRingBuffer.Rent`/`ConsumeAllocations` now take `_lock` (rents are concurrent); the
10ms floor and downscale stay; `DownscaleBgra` row-scratch is per-conversion locals (no
shared `_row0/_row1`).
4. **RESEARCH near-miss (docs'ed, MyMistakes):** shrinking the pool to 1920×1080 would have
been wrong — Microsoft Docs (screen capture): *"the underlying Direct3D surface is always
the size specified … **clipped**"* to the frame. Readback stays native; the lever is
concurrency.
**Good Dog test:** `ScreenCaptureFrameSourceTests.PublishGate_TryPublish_OnlyStrictlyNewerWins`.
**296/296 green, app build 0 warnings.** Scope-lock files (6): `Services/ScreenCaptureFrameSource.cs`,
`Services/FrameRingBuffer.cs`, `Services/MonotonicGate.cs` (new), `ytLive.Tests/ScreenCaptureFrameSourceTests.cs`
+ docs (ai.md Slice 17, MyMistakes slice-17 block, this HANDOFF). `SceneCompositor.cs`/`FramePump.cs`
NOT touched (C4 is the next slice, pending this re-measure).
**Good Dog test:** `FullRenderCache_StaticInputs_RenderOnce_Then_Reuse_UntilInputChanges` — static
scene renders ONCE then hits (byte-identical above the burn strip), a new frame (new array + Epoch)
invalidates + propagates. Existing `Pump_Pools_...` test now passes a STABLE scene (like production)
and keys alternation on `OutputIndex` (the two resolver passes per tick double-advanced a call-count
flip). **297/297 green, app + tests build 0 warnings.** Scope-locked (2 code files + ai.md +
HANDOFF): `Services/Encoder/FramePump.cs`, `ytLive.Tests/FramePumpTests.cs`.
## ⚠️ Open items (before PUSHABLE)
- **Device re-verify (next step):** creator records the SAME tv-show scenario on the slice-17
- **Device re-verify (next step):** creator records the SAME tv-show scenario on the slice-18
build. Judge numerically:
- startup.log telemetry: conversions/s should jump from ~17-20 to **≥ ~30-40**, `skip busy`
falling, `ring allocs` ≈ 0, conv avg still ~40-50ms (readback isn't free, it just overlaps).
- Decode + `/tmp/opencode/tear_audit.py`: desktop-band fresh updates/s up toward the render
cap (~30+), frozen % well under 50%, no genuine mid-frame splits.
- ffprobe: video ≈ audio ≈ wall.
- If capture now feeds ≥ render's unique-composite rate and render still busts 16.6ms slots →
**C4 slice** (Epoch-cached composite / blit-on-change), still 60fps. If capture still lags,
the bind is GPU contention — re-measure before touching anything.
- **No push yet** — commit-locally-until-greenlight for web/A/V work.
- startup.log telemetry: `cache` line shows hits dominating on TV holds (`e.g. cache 1R/250H`),
`avg render` drops toward the ~3ms BlockCopy, FramePump **stalls disappear** (the per-iteration
stall was the C4 signature).
- Decode + `/tmp/opencode/freeze_audit.py` / `band_timeline.py`: desktop-band fresh updates/s up
toward ~60 (was ~20 first-11s; the render cap was the bind), no mid-frame splits.
- ffprobe: video ≈ audio ≈ wall (pacing already healthy at slice 17 — unchanged expected).
- If the desktop layer STILL reads choppy after cache hits dominate every static hold, the residual
is the **24fps TV → 60fps container pulldown** (inherent 3:2-ish repeats; the 1841 gap histogram
was 89×2-slot + 84×3-slot holds) — that's content, not the pipeline; decide with the creator
whether it needs an adaptive cadence or is acceptable.
- **No push yet** — commit-locally-until-greenlight for web/A/V work. After the take verdict, also
re-measure the clap offset (`/tmp/opencode/avsync.py`), then decide push with the user.
## Open threads (carried)
@@ -85,16 +70,21 @@ NOT touched (C4 is the next slice, pending this re-measure).
- Build/tests: **Windows dotnet host** (`/mnt/c/Program Files/dotnet/dotnet.exe`). 0 warnings —
only `./scripts/verify.sh "<files>"`'s clean build counts. Building `ytLive.csproj` alone does
NOT rebuild `ytLive.Tests.dll` — run the Tests csproj before `vstest`.
- FramePump tests that assert per-frame CONTENT must pass a STABLE scene (`() => scene`) — the
default NewPump scene is fresh-per-tick (ok for pacing tests, but it churns the C4 render
signature and hides the cache). Cache-sensitive assertions also can't use a call-count resolver
flip (the tick resolves twice: signature + render) — key alternation on `OutputIndex`.
- ffmpeg/ffprobe: `/mnt/c/Program Files/Krita (x64)/bin/` with Windows paths.
- `MyMistakes.md` has the **freeze-audit RECIPE**, the **A/V sync measurement recipe**, the
**deadline-pacing** lessons, the **CoreMessaging DQ recipe**, and now the **WGC-CLIP** + two
slice blocks — grep before re-deriving.
**deadline-pacing** lessons, the **CoreMessaging DQ recipe**, and the **WGC-CLIP** + slice
blocks — grep before re-deriving.
- sqlite3 at `/home/gramps/android-sdk/platform-tools/sqlite3`.
- `C:\tmpout` is for ffmpeg evidence artifacts (raw decodes / PNGs); keep them out of the repo.
## Next step
Creator records a tv-show take on the slice-17 build → read the startup.log telemetry line
(conversions/s ≥ ~30-40, `skip busy` falling) + `tear_audit.py` cadence + ffprobe durations. If
the desktop now tracks the render cap (~30+ updates/s, <50% frozen, no splits): C4 render slice
next, then re-measure clap offset (`/tmp/opencode/avsync.py`), then decide push with the user.
Creator records a tv-show take on the slice-18 build → read the startup.log telemetry: shift-stall
frequency and the `cache NR/WH` line (hits must dominate on TV holds) + the band audit + ffprobe
durations. If the desktop now tracks ~60 updates/s and stalls are gone: re-measure the clap offset,
then decide push with the user. If the layer is still choppy on fully-static holds, the pulldown
(readme) is the residual and it's a content decision, not a pipeline bug.
+20
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@@ -668,3 +668,23 @@ tick's worth after muting, and if the pipe still carries pre-mute buffered bytes
pipe first or assert on a multi-tick window. Do not blame a sync change for this — verify the grain
against the clean tree in the same mode before touching the mixer.
---
### Slice-18 follow-up (2026-09-15) — C4 composite cache: test fakes must mirror production's STABLE scene and per-tick purity
The C4 blit-on-change cache keys on a hash of the resolved inputs, INCLUDING per-element reference
identity (`RuntimeHelpers.GetHashCode(element)`). Two test-setup habits silently broke/starved it:
1. **`NewPump`'s default scene is fresh per tick** (`() => BackgroundScene()` — fine for pacing
tests) — churned the element refs, so the signature NEVER matched and the cache looked broken
(301 "renders" instead of 1). Production hands a STABLE `StagedScene`. **Rule: any FramePump test
that asserts per-frame content or cache behavior must pass `scene: () => scene` with one Scene
instance; the fresh-scene default is only for pacing/diagnostic tests.**
2. **A call-count resolver flip (`flip++ % 2`) double-advances under a cache-aware pump** — the
tick resolves TWICE (signature pass + compositor pass). Key per-tick content on the burned
`OutputIndex` (stable until submit, which happens AFTER render) or on `encoder.Frames.Count`
instead. A stable-per-tick token, not a call counter, is the deterministic alternation.
3. New frames that must invalidate the cache need BOTH a fresh array AND a fresh Epoch (array
identity alone is unchanged for a mutated-in-place array; `Epoch` is the monotonic generation
marker the compositor's paste key and the C4 signature share).
+194 -3
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@@ -92,6 +92,28 @@ public sealed class FramePump : IDisposable
/// stall line, then cleared.</summary>
private string _renderDetail = "";
/// <summary>C4 blit-on-change cache (2026-09-15): the FULL-render path (split=0
/// when the live-capture backdrop sits at element 0, or no SceneGraph) re-composites
/// the ENTIRE frame every tick even when no input changed — the ty-1841 take logged
/// a render stall on EVERY iteration (totalMs 21-44, one composite per ~30ms while
/// the content moved ~20 updates/s). The SceneGraph split can never help here: the
/// backdrop is element 0 and must stay dynamic (a baked capture goes stale), so the
/// cache lives at the pump: the last full-render output plus the input identity that
/// produced it. Unchanged identity → ONE BlockCopy (~3ms) reuses the composite;
/// changed identity → re-composite. The cache buffer is a SEPARATE long-lived array,
/// never the scratch pool — the caller burns the frame counter and recycles the
/// scratch AFTER RenderScene returns, so the cache is written from the rendered
/// scratch BEFORE returning (pre-burn, pre-recycle). The identity mirror is
/// <see cref="BuildFullRenderSignature"/>: it resolves the same frames the compositor
/// will (same resolver seam), so a changed frame (new capture, new webcam, new chat
/// raster) forces a re-render and an unchanged one never serves stale bytes. Internal
/// counters feed the Good Dog test + the 5s cache detail in the stats line.</summary>
private byte[]? _fullCachePixels;
private bool _fullCacheValid;
private ulong _lastFullSignature;
internal long CacheHits;
internal long CacheRenders;
/// <summary>Forwards the encoder's parsed health — ship step 6 binds this to the bottom bar.</summary>
public event EventHandler<StreamHealth>? HealthUpdated;
@@ -124,6 +146,11 @@ public sealed class FramePump : IDisposable
public bool IsRunning { get; private set; }
/// <summary>The burned counter of the LAST frame submitted to the encoder. Stable
/// across a tick's multiple resolver passes (it advances only at burn/submit, which
/// happens AFTER render) — tests key per-tick content on it.</summary>
internal long OutputIndex => _outputIndex;
/// <summary>Never throws: failures are logged and surfaced via <see cref="Failed"/>,
/// so the VM can fire-and-forget it from a sync command handler.</summary>
public async Task StartAsync(CancellationToken cancellationToken = default)
@@ -303,6 +330,7 @@ public sealed class FramePump : IDisposable
long renderTicks = 0, submitTicks = 0, resolveTicks = 0, waitTicks = 0, worstRender = 0, worstSubmit = 0;
int statFrames = 0;
int stalls = 0;
long lastCacheHits = 0, lastCacheRenders = 0;
var statsNext = DateTime.UtcNow + TimeSpan.FromSeconds(5);
void ReportStats()
{
@@ -313,6 +341,17 @@ public sealed class FramePump : IDisposable
var dropped = encoder == null ? 0 : encoder.DroppedFrames;
var detail = _renderDetail;
_renderDetail = "";
var cacheDetail = "";
if (statFrames > 0)
{
// C4 window detail: rendered composites (R) vs cache reuses (H) since the
// last report — hard numeric proof the blit-on-change cache engaged.
var hits = CacheHits - lastCacheHits;
var renders = CacheRenders - lastCacheRenders;
lastCacheHits = CacheHits;
lastCacheRenders = CacheRenders;
if (hits > 0 || renders > 0) cacheDetail = $", cache {renders}R/{hits}H";
}
_log?.Invoke(statFrames == 0
? "FramePump stats: NO frames produced in 5s (loop stalled?)" + (detail.Length > 0 ? " | " + detail : "")
: $"FramePump stats: {statFrames}/{target:F0} frames per 5s, " +
@@ -322,7 +361,7 @@ public sealed class FramePump : IDisposable
+ $"avg wait {waitTicks / (double)System.Diagnostics.Stopwatch.Frequency * 1000 / statFrames:F1}ms, "
+ $"worst render {worstRender / (double)System.Diagnostics.Stopwatch.Frequency * 1000:F1}ms, "
+ $"worst submit {worstSubmit / (double)System.Diagnostics.Stopwatch.Frequency * 1000:F1}ms, "
+ $"dropped {dropped}, stalls {stalls}" + (detail.Length > 0 ? " | " + detail : ""));
+ $"dropped {dropped}, stalls {stalls}" + cacheDetail + (detail.Length > 0 ? " | " + detail : ""));
worstRender = 0;
worstSubmit = 0;
renderTicks = submitTicks = resolveTicks = waitTicks = 0;
@@ -523,7 +562,7 @@ public sealed class FramePump : IDisposable
if (_sceneGraph == null)
{
var sw = System.Diagnostics.Stopwatch.StartNew();
var frame = _compositor.Render(scene, resolver, null, options, socialBarFrame, socialBarTop, scratch: scratch);
var frame = RenderFull(scene, options, socialBarFrame, socialBarTop, scratch, resolver);
ProbeRender("full-no-graph", scene, -1, sw.ElapsedMilliseconds, 0);
return frame;
}
@@ -554,11 +593,163 @@ public sealed class FramePump : IDisposable
// No static base (first layer is dynamic or empty scene) — full render.
var swFull = System.Diagnostics.Stopwatch.StartNew();
var frame2 = _compositor.Render(scene, resolver, null, options, socialBarFrame, socialBarTop, scratch: scratch);
var frame2 = RenderFull(scene, options, socialBarFrame, socialBarTop, scratch, resolver);
ProbeRender("full-render", scene, split, swFull.ElapsedMilliseconds, 0);
return frame2;
}
/// <summary>The full-render path (no SceneGraph, or no static base) wrapped in the
/// C4 blit-on-change cache: when every resolved input plus every element's
/// layout/visual bits match the last composite, reuse it with one BlockCopy instead
/// of re-compositing. Mirror the compositor's resolution <i>before</i> deciding so a
/// hit costs ~3ms of pure copy and a miss costs exactly the old full render.</summary>
private VideoFrame RenderFull(
Scene scene, CompositorOptions options, VideoFrame? socialBarFrame, int socialBarTop,
byte[]? scratch, Func<SceneElement, VideoFrame?> resolver)
{
// 1:1 guard: the cache stores the OUTPUT bytes and scratch is source-sized —
// at 1:1 they are the same buffer size. Off-size tiers (a vertical 1080×1920
// tier, an H264-1080p tier) fall back to a per-tick full render; the deployed
// config is master-sized and caching a per-tick fresh scale buffer is the known
// vertical-tier follow-up (see ai.md), not silently baked here.
var useCache = scratch != null && options.SourceRectWidth == options.OutputWidth
&& options.SourceRectHeight == options.OutputHeight;
var signature = useCache
? BuildFullRenderSignature(scene, options, socialBarFrame, socialBarTop, resolver)
: 0UL;
if (useCache && _fullCacheValid && signature == _lastFullSignature
&& _fullCachePixels!.Length == scratch!.Length)
{
Buffer.BlockCopy(_fullCachePixels, 0, scratch, 0, scratch.Length);
CacheHits++;
return new VideoFrame(options.SourceRectWidth, options.SourceRectHeight, scratch);
}
var rendered = _compositor.Render(scene, resolver, null, options, socialBarFrame, socialBarTop, scratch: scratch);
CacheRenders++;
if (useCache)
{
var pixels = rendered.BgraPixels;
if (_fullCachePixels == null || _fullCachePixels.Length != pixels.Length)
_fullCachePixels = new byte[pixels.Length];
// PRE-burn / PRE-recycle: the caller burns the counter and recycles this
// scratch after RenderScene returns — the cache keeps a clean copy, and the
// burn on the next hit writes to a FRESH scratch copy, never the cache.
Buffer.BlockCopy(pixels, 0, _fullCachePixels, 0, pixels.Length);
_lastFullSignature = signature;
_fullCacheValid = true;
}
else
{
_fullCacheValid = false; // size changed — never reuse a wrong-size buffer
}
return rendered;
}
/// <summary>Hash the complete set of inputs the compositor's FULL render consumes:
/// the crop/output dimensions, the social bar, and — in element order, mirroring
/// <c>SceneCompositor.Render</c>'s iteration — every element's layout/visual fields
/// plus the frame each one resolves (through the SAME resolver seam the render will
/// use). A changed frame (new capture, new webcam Epoch, new chat raster) changes the
/// hash → re-composite; an unchanged one reuses the cache. Buffer-array identity +
/// Epoch + CropBounds is the compositor's own paste-key shape — producers hand out
/// fresh immutable arrays, or recycled-ring arrays whose monotonic Epoch
/// distinguishes generations (the capture take-11 fix), so address-identity alone is
/// never trusted to key recycled content.</summary>
private static ulong BuildFullRenderSignature(
Scene scene, CompositorOptions options, VideoFrame? socialBarFrame, int socialBarTop,
Func<SceneElement, VideoFrame?> resolver)
{
var h = 14695981039346656037UL; // FNV-1a offset basis
h = Mix(h, (ulong)options.SourceRectX);
h = Mix(h, (ulong)options.SourceRectY);
h = Mix(h, (ulong)options.SourceRectWidth);
h = Mix(h, (ulong)options.SourceRectHeight);
h = Mix(h, (ulong)options.OutputWidth);
h = Mix(h, (ulong)options.OutputHeight);
h = Mix(h, (ulong)socialBarTop);
if (socialBarFrame != null) h = MixFrame(h, socialBarFrame);
else h = Mix(h, 0xFFFFFFFFFFFFFFFFUL);
var backdropResolved = false;
foreach (var element in scene.Elements)
{
h = Mix(h, (ulong)System.Runtime.CompilerServices.RuntimeHelpers.GetHashCode(element));
h = Mix(h, element.IsVisible ? 1UL : 0UL);
h = MixDouble(h, element.X);
h = MixDouble(h, element.Y);
h = MixDouble(h, element.Width);
h = MixDouble(h, element.Height);
h = MixDouble(h, element.Opacity);
h = Mix(h, (ulong)element.ClipShape);
h = Mix(h, element.IsMirrored ? 1UL : 0UL);
h = Mix(h, (ulong)element.BorderWidth);
h = MixDouble(h, element.BorderOpacity);
if (element.TryGetBorderColor(out var bcR, out var bcG, out var bcB))
h = Mix(h, (ulong)((bcR << 16) | (bcG << 8) | bcB));
else
h = Mix(h, 0UL);
// Mirror the compositor's per-element frame resolution EXACTLY, so the hash
// reacts to the same frames a render uses and never to a frame a render
// ignores (a false-positive change only wastes one render; a false NEGATIVE
// would serve stale bytes — that is what this mirror prevents).
VideoFrame? frame = null;
if (element is Source { IsBackground: true })
{
h = Mix(h, 1UL); // the live backdrop — first visible one is resolved, once
if (element.IsVisible && !backdropResolved)
{
frame = resolver(element);
backdropResolved = true;
}
}
else if (element is Source { Type: SourceType.TextOverlay })
{
h = Mix(h, 2UL); // skipped kind — never resolved by the compositor
}
else if (element is Source { Type: SourceType.Background })
{
h = Mix(h, 3UL); // background image — resolved even when invisible (Render does)
frame = resolver(element);
}
else
{
h = Mix(h, 4UL); // regular layer — resolved only when visible
if (element.IsVisible) frame = resolver(element);
}
if (frame != null) h = MixFrame(h, frame);
else h = Mix(h, 0UL);
}
return h;
}
private static ulong Mix(ulong h, ulong v) => (h ^ v) * 0x9E3779B97F4A7C15UL;
private static ulong MixDouble(ulong h, double v)
=> Mix(h, unchecked((ulong)BitConverter.DoubleToInt64Bits(v)));
private static ulong MixFrame(ulong h, VideoFrame frame)
{
h = Mix(h, (ulong)System.Runtime.CompilerServices.RuntimeHelpers.GetHashCode(frame.BgraPixels));
h = Mix(h, (ulong)frame.Epoch);
h = Mix(h, (ulong)frame.Width);
h = Mix(h, (ulong)frame.Height);
if (frame.CropBounds is { } cb)
{
h = Mix(h, (ulong)cb.X);
h = Mix(h, (ulong)cb.Y);
h = Mix(h, (ulong)cb.W);
h = Mix(h, (ulong)cb.H);
}
else
{
h = Mix(h, 0xFFFFFFFFFFFFFFFFUL);
}
return h;
}
/// <summary>2026-09-12 half-speed-render probe: the pump only produces ~27fps
/// (render ~35ms vs the 16.7ms deadline), and rawvideo muxes at the DECLARED fps,
/// so every take muxes at ~half its wall length (the truncation complaint). This
+37
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@@ -1090,6 +1090,43 @@ Full suite 290/291 passing, the sole failure the pre-existing compositor pixel t
`PublishGate_TryPublish_OnlyStrictlyNewerWins`. Full suite **296/296 green, 0
warnings**. NOT YET DEVICE-VERIFIED; target: telemetry frames/s jumps ≥ ~30-40 and the
band audit drops below ~50% frozen. No push.
- **Slice 18 — C4: the FramePump blit-on-change composite cache (2026-09-15, take ty-1841
verdict):** the 1841 take proved capture fixed (band ~20 fresh updates/s, no tears, pacing
clean) but logged a FramePump **stall on EVERY iteration** (`totalMs 21-44`,
`render=full-render split=0 elements=6 dynamic=4`, worst render 166ms startup spike) →
~22-28 composites/s hard-caps the desktop inside the 60fps file. The SceneGraph split
CANNOT fix this wired: `GetSplitPoint` returns **0** because the live-capture backdrop is
element 0 and must stay dynamic — a baked capture goes stale — so every tick runs the full
re-composite even when no input changed (the compositor's per-layer paste cache already makes
identical frames identical per-element; the waste is re-COMPOSITING the whole 8.3MB frame).
Same shape as OBS (sources cache their surface, the compositor renders on update only —
the pattern this file has cited since the 2026-09-04 paste-cache slice) at the FRAME level.
`FramePump.RenderFull` now wraps both full-render call sites (no-SceneGraph + split=0
fallback): it computes `BuildFullRenderSignature` (a deterministic hash of the crop/output
dims, the social bar identity + top, and — per element, MIRRORING the compositor's own
resolution — the element ref, layout/visual bits, and the frame each element would resolve
through the SAME resolver seam, using buffer-array identity + Epoch + CropBounds; a changed
frame forces a re-composite, an unchanged one never serves stale bytes) and, when it matches
the last composite, reuses the cache with ONE `Buffer.BlockCopy` (~3ms) instead. The cache
buffer is a **separate long-lived array** — never the scratch pool — because the caller burns
the frame counter and recycles the scratch AFTER `RenderScene` returns; the cache is written
from the rendered scratch BEFORE returning (pre-burn, pre-recycle). Engagement is gated on
the 1:1 config (`SourceRect == Output`, the only deployed tier); the vertical tier's cached
fresh-scale-buffer follow-up stays exactly where it was. Telemetry: internal `CacheHits`/
`CacheRenders` counters surface as `cache {renders}R/{hits}H` on the 5s stats line, and the
ticks' key is an internal `OutputIndex` (burned counter, stable across one tick's resolver
passes). **Good Dog test**
`FullRenderCache_StaticInputs_RenderOnce_Then_Reuse_UntilInputChanges`: static scene →
exactly ONE composite (renders==1, hits>0, byte-identical content above the burn strip),
then a new frame (new array + monotonic Epoch) invalidates and propagates. Existing pool test
now passes a STABLE scene (production hands `StagedScene`; a fresh scene per tick churns the
element refs inside the signature and hides the cache — the tests that care about cache
behavior must mirror production) and keys its red/blue alternation on `OutputIndex`/frame
count so the tick's two resolver passes (signature + render) don't double-advance a call-count
flip. Full suite **297/297 green, 0 warnings**; verify.sh scope-locked to FramePump.cs +
FramePumpTests.cs + docs. Target next take: `cache` hits dominate on TV holds, `avg render`
drops toward the BlockCopy, stalls vanish, then the band audit + clap re-measure decide push.
No push.
- **Stop ordering matters:** `StopAsync` stops the encoder — since slice 10 it FLUSHES the pending
queue (`Channel.TryComplete` → drain writes the leftovers, closes stdin → EOF → ffmpeg finalizes+exits;
an accepted frame is never lost) — **before** awaiting the loop. The old reverse-order deadlock was
+78 -5
View File
@@ -434,17 +434,23 @@ public class FramePumpTests
/// its master buffers across frames (the 8.3MB-per-tick LOH churn that cost GC
/// stalls inside "render") while EVERY frame's content stays correct — stale bytes
/// from an earlier tick would show as a wrong color. The backdrop alternates
/// red/blue per tick (submit snapshots pin the color), and a repeated backing-array
/// identity proves the pool actually recycles (an inert pool keeps the pixel
/// assertions green while leaving the churn in place).</summary>
/// red/blue per OUTPUT frame (keyed on the burned index, which is stable across the
/// tick's resolver passes) and a repeated backing-array identity proves the pool
/// actually recycles (an inert pool keeps the pixel assertions green while leaving
/// the churn in place). The scene instance is STABLE across ticks, like production
/// (MainViewModel's StagedScene), so the compositor signature doesn't churn on
/// unrelated element identity.</summary>
[Fact]
public async Task Pump_Pools_ScratchBuffers_Across_Frames_Without_Stale_Pixels()
{
var red = SceneCompositorTests.Solid(64, 48, 255, 0, 0);
var blue = SceneCompositorTests.Solid(64, 48, 0, 0, 255);
var flip = 0;
var scene = BackgroundScene();
var encoder = new FakeEncoder();
using var pump = NewPump(encoder, resolve: _ => flip++ % 2 == 0 ? red : blue);
FramePump? pumpHolder = null;
using var pump = NewPump(encoder, scene: () => scene,
resolve: _ => pumpHolder!.OutputIndex % 2 == 0 ? red : blue);
pumpHolder = pump;
await pump.StartAsync();
var deadline = DateTime.UtcNow.AddSeconds(10);
@@ -462,6 +468,73 @@ public class FramePumpTests
"every frame rode a fresh buffer — the scratch pool is inert");
}
/// <summary>The ONE integration test for the C4 blit-on-change cache (2026-09-15):
/// the ty-1841 take logged a render stall on EVERY iteration (totalMs 21-44, one
/// full composite per ~30ms even though the content moved only ~20 updates/s) — the
/// SceneGraph split can't help because the live backdrop sits at element 0 and cannot
/// be baked (a cached capture goes stale). A static scene must render the composite
/// ONCE then reuse it per tick (re-render == 1, cache hits > 0, byte-identical
/// content above the burn strip); a new backdrop frame (new array + monotonic Epoch)
/// must invalidate the cache and propagate the changed pixels.</summary>
[Fact]
public async Task FullRenderCache_StaticInputs_RenderOnce_Then_Reuse_UntilInputChanges()
{
var red = SceneCompositorTests.Solid(64, 48, 255, 0, 0);
var current = red;
// STABLE scene across ticks (production hands StagedScene) — a fresh scene per
// tick would churn the element references inside the render signature and force
// a re-composite every frame, hiding the cache entirely.
var scene = BackgroundScene();
var encoder = new FakeEncoder();
using var pump = NewPump(encoder, scene: () => scene, resolve: _ => current);
await pump.StartAsync();
var deadline = DateTime.UtcNow.AddSeconds(5);
while (DateTime.UtcNow < deadline && (encoder.Frames.Count < 8 || pump.CacheHits < 6))
await Task.Delay(10);
Assert.True(encoder.Frames.Count >= 8, $"only {encoder.Frames.Count} frames produced");
Assert.Equal(1, pump.CacheRenders); // one composite for the whole static phase
Assert.True(pump.CacheHits >= 6, $"cache reused only {pump.CacheHits} times");
// Every frame's content above the burn strip must be the same — the cache is
// serving the identical pre-burn composite; the burn counter varies only the
// bottom-right strip (rows 39..47, cols 27..64 in a 64×48 frame).
var reference = encoder.Frames[^1].BgraPixels.AsSpan(0, 37 * 64 * 4).ToArray();
Assert.All(encoder.Frames, f => Assert.True(
f.BgraPixels.AsSpan(0, 37 * 64 * 4).SequenceEqual(reference),
"a static input re-composited a different frame — the cache served stale bytes or never engaged"));
// Mutate: new backing array + Epoch guarantees a full signature miss.
var blue = new VideoFrame(64, 48, new byte[64 * 48 * 4]) { Epoch = 42 };
for (var i = 0; i < blue.BgraPixels.Length; i += 4)
{
blue.BgraPixels[i] = 255; // B
blue.BgraPixels[i + 3] = 255; // A
}
current = blue;
VideoFrame? changed = null;
deadline = DateTime.UtcNow.AddSeconds(5);
while (DateTime.UtcNow < deadline && changed == null)
{
foreach (var f in encoder.Frames)
{
if (!f.BgraPixels.AsSpan(0, 37 * 64 * 4).SequenceEqual(reference))
{
changed = f;
break;
}
}
if (changed == null) await Task.Delay(10);
}
Assert.NotNull(changed);
AssertColor(changed!, 0, 0, 0, 0, 255); // the new backdrop propagated
Assert.True(pump.CacheRenders >= 2, "the changed input never re-composited");
await pump.StopAsync();
}
/// <summary>One integration test for the take-8 off-UI fix: the pump loop must NOT
/// run on the starting thread's SynchronizationContext (StartAsync fires from a UI
/// command handler; the old loop inherited it, so every frame competed with the