fix(pump): slice 7 — take the loop off the UI thread (the 'wait 10ms after render 22ms' contradiction resolved)

Take 10 (59a02a5b, slice 6) finally produced a self-contradicting stat: render
22.4ms + submit 2.5 against a 16.7ms deadline, yet avg wait 10ms — a rebasing
pacer CANNOT sleep after a blown deadline. The wait was queue time: StartAsync
fires from a UI command handler, and async continuations re-capture the current
SynchronizationContext — the 'WPF-free, hermetic' frame pump had been rendering
ON THE DISPATCHER behind the live preview the entire starvation saga. OBS keeps
obs_graphics_thread/video_thread off-UI for exactly this reason (dedicated
threads; see docs.obsproject.com/backend-design 'Libobs Threads').

- FramePump: _pumpTask = Task.Run(() => PumpAsync(...)) — null context inside,
  every continuation stays on the pool.
- Audited, not ignored, what that exposes: StaticPixelCache.Get now locks (pool
  miss-decodes raced UI callers); ChatOverlayLayer.RenderFrame checks its cache
  off-thread but marshals the rare raster MISS to the dispatcher (DrawingVisual
  + RenderTargetBitmap are UI-thread objects) and re-validates there; pump
  events already marshal in the VM.
- GCLatencyMode.SustainedLowLatency for the pump's life (restored in finally).
- Stats gained 'worst render Xms' — bimodal averages hid per-tick spikes.
- Webcam routes through the paste cache (the IsOpaque bypass re-sampled ~156k
  px every tick even between identical device frames).

ONE integration test: Pump_Produces_OffTheStartingContext — an inline-pumping
SynchronizationContext makes the old construction run the resolver on the
starting thread by capture; the loop must never. 70/70 per-class green, clean
build 0 warnings. Docs same commit (ai.md slice 7, TASKS take-11 gate,
MyMistakes #6, HANDOFF). take 11: ~300/300 + honest wait -> saga closed,
Unit B (two-line top bar spec, fully captured) starts.
This commit is contained in:
2026-09-04 12:16:20 -07:00
parent 09a866e6a1
commit eb4c379b91
8 changed files with 131 additions and 14 deletions
+17 -3
View File
@@ -154,7 +154,15 @@ public sealed class FramePump : IDisposable
// synchronously on this thread before PumpAsync even returns.
IsRunning = true;
_cts = new CancellationTokenSource();
_pumpTask = PumpAsync(options, _cts.Token);
// The loop runs on the thread pool ON PURPOSE (take-8 finding, 2026-09-04):
// Task.Run installs no SynchronizationContext, so every await continuation
// stays off the UI dispatcher. Before this, the pump inherited the UI
// thread's sync context (StartAsync is fired from a command handler), so
// "render 22ms, wait 10ms" was the producer sitting in the dispatcher
// queue behind the live preview it is meant to be independent of — the
// stats quantum fix made the wait VISIBLE; this removes its cause.
// OBS's video threads are dedicated for exactly this reason.
_pumpTask = Task.Run(() => PumpAsync(options, _cts.Token));
_log?.Invoke($"FramePump started ({options.Width}×{options.Height} @ {options.Fps} fps)");
}
catch (Exception ex)
@@ -286,7 +294,7 @@ public sealed class FramePump : IDisposable
// black box — the stats line now reports resolver time separately so a take
// names the stage (get-frame vs blit) instead of feeding another guess.
var resolveSw = new System.Diagnostics.Stopwatch();
long renderTicks = 0, submitTicks = 0, resolveTicks = 0, waitTicks = 0;
long renderTicks = 0, submitTicks = 0, resolveTicks = 0, waitTicks = 0, worstRender = 0;
int statFrames = 0;
var statsNext = DateTime.UtcNow + TimeSpan.FromSeconds(5);
void ReportStats()
@@ -299,7 +307,9 @@ public sealed class FramePump : IDisposable
$"avg render {renderTicks / (double)System.Diagnostics.Stopwatch.Frequency * 1000 / statFrames:F1}ms " +
$"(resolve {resolveTicks / (double)System.Diagnostics.Stopwatch.Frequency * 1000 / statFrames:F1}), " +
$"avg submit {submitTicks / (double)System.Diagnostics.Stopwatch.Frequency * 1000 / statFrames:F1}ms, "
+ $"avg wait {waitTicks / (double)System.Diagnostics.Stopwatch.Frequency * 1000 / statFrames:F1}ms");
+ $"avg wait {waitTicks / (double)System.Diagnostics.Stopwatch.Frequency * 1000 / statFrames:F1}ms, "
+ $"worst render {worstRender / (double)System.Diagnostics.Stopwatch.Frequency * 1000:F1}ms");
worstRender = 0;
renderTicks = submitTicks = resolveTicks = waitTicks = 0;
statFrames = 0;
statsNext = DateTime.UtcNow + TimeSpan.FromSeconds(5);
@@ -308,6 +318,8 @@ public sealed class FramePump : IDisposable
// One wrapper shared by every render of the run — resolve time accumulates
// inside the render measurement, and the stats line reports the split.
timeBeginPeriod(1); // pairs with timeEndPeriod in the finally — see field note
var previousGcMode = System.Runtime.GCSettings.LatencyMode;
System.Runtime.GCSettings.LatencyMode = System.Runtime.GCLatencyMode.SustainedLowLatency;
VideoFrame? TimedResolver(SceneElement element)
{
resolveSw.Restart();
@@ -359,6 +371,7 @@ public sealed class FramePump : IDisposable
lastTick.Restart();
renderSw.Stop();
renderTicks += renderSw.ElapsedTicks;
if (renderSw.ElapsedTicks > worstRender) worstRender = renderSw.ElapsedTicks;
IFfmpegEncoder? encoder;
lock (_gate) encoder = _encoder;
@@ -422,6 +435,7 @@ public sealed class FramePump : IDisposable
}
finally
{
System.Runtime.GCSettings.LatencyMode = previousGcMode;
timeEndPeriod(1);
lock (_gate) IsRunning = false;
}