Files
LlamaCasty/MyMistakes.md
T
gramps 64a5a6d06f 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.
2026-09-15 07:57:09 -07:00

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# MyMistakes.md
> **Two jobs**, distinguished by heading:
>
> 1. **Per-task failure log** — updated before every commit touching that task:
> current iteration + why the last one failed. On task complete, committed AND
> pushed → truncate to this stub. A new task does NOT seed this file until its
> first failure.
> 2. **Recipes registry** (DERIVED-SOLUTION RULE, see `AGENTS.md` 🔬) — the durable
> home for one-off derived solutions, recipes, and how-tos. The moment you work
> out a reusable solution, write it here **in the same session**. GREP THIS FILE
> FIRST when you hit a "I've done this before but have to figure it out again"
> wall. Recipe entries stay permanently (they are NOT truncated on task
> completion) — only the failure log truncates.
## 🔬 Recipes registry
### SPIN GUARD → RESOLVED — web overlay transparency + bounding box (RECIPE)
**THE ONE ROOT CAUSE THAT EXPLAINS EVERY FAILED TAKE:** WebView2's `CapturePreviewAsync`
produces an **OPAQUE** PNG. From the WebView2 spec (sender: MicrosoftEdge/WebView2Feedback
`specs/BackgroundColor.md`): "WebView will always honor a webpage's background content."
`DefaultBackgroundColor = Transparent` only shows through pages with NO background style —
the widget's own CSS paints html/body opaque. Every take below built on the false premise
"the capture has transparent margins, alpha=0"; it never did. `FindContentBounds` then had
no alpha-0 margins to find → wrong crop → black bounding box. The compositor blend saw
alpha=255 → black over webcam = "transparency broken". Same bug, three symptoms.
**THE FIX (the OBS way, applied 2026-09-08):** inject the transparency BEFORE the page
parses using `CoreWebView2.AddScriptToExecuteOnDocumentCreatedAsync` — documented to run
"before the HTML document has been parsed and before any other script included by the HTML
document is run" (learn.microsoft.com/dotnet/api/microsoft.web.webview2.core.corewebview2.addscripttoexecuteondocumentcreatedasync).
The old `ExecuteScriptAsync` on NavigationStarting/NavigationCompleted ran AFTER page
scripts/CSS → widget page repainted background opaque → lost the fight. OBS browser sources
do the same via a pre-parse user.css. Kept the nav handlers as a post-load re-assertion.
**Take timeline (the honest record):**
- `bccdb48` (Aug 28): added FindContentBounds crop — correct idea (tight bbox, no dead
space), but the capture was OPAQUE so the bbox math was built on nothing.
- `5348b5c` (Aug 28, 2 min later): reverted to full-frame no-crop — looked "good" for a
full-bleed widget, but floating widgets regained dead space ("ghost boundary").
- take-21 (`e002847`) full canvas → shrunken/offset widget (UnifomToFill of whole canvas
into a small element = lost resizing).
- take-22 (`ed9d7c1`) crop width used as canvas stride for buffer indexing → garbage.
- take-23 (`f6802c7`) stride fixed with `src.Width`; PasteKey lacked CropBounds → stale
raster cache → stale crop.
- take-24 (`081e4c1`) CropBounds in PasteKey — STILL BROKEN because the SOURCE ALPHA WAS
NEVER REAL.
- take-25 (**ME, this session — the user's "RE-INTRODUCING THE BOUNDING-BOX PROBLEM"**):
I removed FindContentBounds + the crop path entirely, betting full-canvas UniformToFill
was the answer. It WASN'T — the source is opaque-black, so the element rendered as a
SOLID BLACK BOX (the user's screenshot: "a black box in the lower right corner"). Killed
the crop → dead space returned AND black box. The compositor math was ALREADY correct;
gutting it was vandalism in response to a source-level bug.
**Rules, self-inflicted:**
1. Instrument FIRST. This session added: first-capture PNG dump of the raw WebView2 PNG
(to `%TEMP%\ytLive-web-<id>.png`) + alpha min/max/mean/%zero + FindContentBounds result
logged to startup.log once per session. That's the diff between a five-take loop and a
five-minute diagnosis.
2. When the same symptom loops across takes, the PREMISE is wrong, not the code — the
capture being transparent was the load-bearing premise and it was never verified.
3. Do not delete code paths that fix one axis (crop=bbox) while debugging another
(source alpha). Revert scope creep; keep layer contributions separable.
**2026-09-10 follow-up → NOW VERIFIED and hardened.** The 12:54 and 13:50 sessions
showed the REAL widget document capturing TRANSPARENT (widget dumps `w1..5` for
`8d7234ec`: alpha 100% zero, content 12×3; whole-file decodes of
`%TEMP%\ytLive-web-*.png` alpha max = 0) while the RECORDING kept showing a black,
opaque box over the element rect (crisp edges at the exact rect 1231,679 705×396 —
NOT the desktop showing through). Concluson: branch (a) — the OLD inline
`element.style.background='transparent'` injection only wins while the page has
nothing to paint; once the widget connects and paints its own container
background-COLOR, the capture goes opaque again → black box. The OBS-validated
answer (valid for arbitrary pages for a decade) is an injected pre-parse `<style>`
with `!important` beating every page rule:
https://obsproject.com/forum/threads/translucent-transparent-browser-source.59549/
(`body { background-color: rgba(0,0,0,0) !important }`) + the div-level variant for
stubborn widgets (woahtech.com OBS custom-CSS guide). Applied 2026-09-10 (b4bba4b):
injection appends a style element wiping `background-color:transparent!important`
on `html,body,html *`. **Second half (2026-09-10, 15:34 take): a background-COLOR wipe
is NOT enough.** The 15:34 interior ASCII shows a black void with bright content strips
at top/bottom + a right-edge bar — the widget's full-canvas CSS **background-image**
(gradient/backdrop) painted after connect. The OBS fix for that is
`background: none !important` / `background-image:none!important`
(obsproject/obs-studio#6659 — "set the CSS for html and body to background: none
!important"). Wipe both moving forward; overlay art is `<img>`/DOM and survives.
Also the dumps only covered +1s (blank-transparent); the widget's backdrop paint
arrives later, so the mid-recording dump set is now re-armed ~30s in. Verify take:
element rect shows scene bg behind the widget art (animation, no black void) → loop
closes. Self-inflicted again: the agent re-derived the whole transparency story
(recording pixel archaeology, compositor blend re-verification) instead of reading
this entry — the instrument said transparent because the capture had NOT been
repainted yet. Do NOT re-derive this story a third time.
**2026-09-12 → RESOLVED — the box lived in the paste-cache RASTER, not the page.**
The 15:51 facts (alpha max=255, mean ~19, zero 57%, white rounded panel, real
transparent margins) + preview-correct + recording-box meant the capture transparency was
REAL all along; the fracture sat in `SceneCompositor.BlitContentRaw`
(SceneCompositor.cs:419-550) — the sampler that builds the element-space paste-cache
raster, the ONE path the take loop never read in full. Its partial-alpha branch applied
the OPAQUE-dst blend onto a TRANSPARENT raster base: `dst = (src*sa + dst*inv)/255`
with dst black → color PREMULTIPLIED by sa, then `dst[+3] = 255` — a 50%-alpha widget
pixel became darkened color + FULL alpha. At paste time `BlendRowOpaque` saw alpha 255 →
straight copy → the scene behind was overwritten by darkened ink. Fully-transparent
margins (alpha 0, `continue`) and fully-opaque content (alpha 255 branch) survived —
which is why every take showed a box while the dumps and the preview (raw WriteableBitmap,
unaffected by the compositor) stayed correct, and why the CSS-wipe fixes (`b4bba4b` /
`0f72c53`) were red herrings: they treated the page as the villain, but the capture was
transparent from the start. **FIX:** `BlitContentRaw` gained `transparentDst=false`;
the raster call site passes `true` and writes STRAIGHT color + straight alpha so the
paste rows (`BlendRowOpaque`/`BlendRowWeighted`) do the real source-over onto the opaque
master. The master paths are untouched (bit-identical). ONE test
`PasteCache_SemiTransparentLayer_RevealsBackdrop_NotOpaqueInk` fails on the old code with
exactly the bug encoded: 50%-blue over red reads `(0,0,128)` instead of `(127,0,128)` —
backdrop never shows through. Next: verify take (element rect shows the backdrop behind
the widget art), then push gate #1 clears.
**2026-09-12 → COLLATERAL — the SAME transparency saga broke the webcam next.**
Verify-take of the transparency fix showed a perfect flat gray rectangle where the webcam
should be (preview fine, recording flat — stdev <1 across the whole element, despite the
raw camera frame handed to the compositor sampling min=0/max=255 one line earlier in the
pipeline — proven by instrumenting BOTH ends before touching any code, not guessing).
Root cause: `ed9d7c1` ("CropBounds metadata + Fill-style scaling... widget fills element
rect" — take-22 of the SAME transparency saga above) added `cbX/cbY/cbW/cbH` to
`BlitContentRaw`'s general sampler but only assigned them inside the
`src.CropBounds is {} cb` branch; every CropBounds-LESS source (webcam, images — anything
but the web widget) fell through with `cbW=cbH=0`. Since `sxCrop = sxNorm * cbW` and
`syCrop = syNorm * cbH`, both were always 0, so `sxCanvas`/`syCanvas` collapsed to
`cbX`/`cbY` = (0,0) for every destination pixel — an entire scaled webcam sampled ONE
source corner pixel. The web widget (the only CropBounds-bearing source) was never
affected, which is exactly why the transparency fix's own test suite stayed green while
this broke. **FIX:** default `cbW = src.Width`, `cbH = src.Height` (cbX/cbY = 0) before
the branch, only overridden when CropBounds is actually present. ONE test
`BlitContentRaw_NoCropBounds_SamplesAcrossFullSource_NotJustOrigin` (two-color split
source, scaled non-1:1 through the paste cache) fails on the old code — right-half pixel
reads the left half's color — and passes on the fix; proven both ways with a stash/build/
revert cycle, not by inspection alone.
**Lesson:** when a shared low-level sampler gains a new optional code path (CropBounds),
audit EVERY variable the new branch introduces for a safe default in the branch it did
NOT touch — an uninitialized-to-zero "crop region" silently means "sample only pixel
(0,0)", not "no crop." grep for this shape (`var x = 0;` followed by an `if (cond) x = ...`
with no `else`) whenever a conditional metadata field is added to pixel math.
### Shrink / re-encode an image for the README (screenshots → small hero image)
Worked out 2026-08-29 (the recipe was NEVER recorded the first time it was done, so
it had to be re-derived from scratch — that's the incident this entry exists to end).
**Approach:** a throwaway Windows-dotnet console app uses WPF's imaging stack
(`System.Windows.Media.Imaging`) — same framework the app runs on, zero NuGet
packages, high-quality downscale via `TransformedBitmap`. Screenshots compress
**far smaller as JPEG than PNG** (PNG 1400px = ~1.2MB; JPEG q82 1400px = ~188KB).
**Recipe (run via the Windows dotnet host from WSL):**
1. Create `imgresize.csproj` targeting `net8.0-windows` with `<UseWPF>true</UseWPF>`
(SDK controller). Put it in a Windows-visible temp path, e.g.
`C:\Users\gramp\AppData\Local\Temp\imgresize` — NOT `/tmp` (Windows dotnet can't
reach a Linux-only path reliably).
2. `Program.cs`: load `BitmapImage` (`CacheOption=OnLoad` → `Freeze()`), downscale
with `TransformedBitmap(src, new ScaleTransform(scale, scale))` to max width
(1400 for the README hero), encode with `JpegBitmapEncoder { QualityLevel = 82 }`,
save.
3. Run:
```bash
"/mnt/c/Program Files/dotnet/dotnet.exe" run -c Release --project .
-- "C:\Users\gramp\Downloads\Screenshot 2026-08-29 075626.png"
"C:\Users\gramp\Documents\Code\projects\ytLive\docs\ytLlive-preview.jpg" 1400
```
4. Point `README.md` at the `.jpg` (not `.png`).
**Result:** 3.2MB screenshot → 1400×794 → **188KB** `ytLlive-preview.jpg` in `docs/`.
---
### Measuring audio-video A/V sync from a recording (no ears needed) — RECIPE
Derived 2026-09-12/14 (the "audio cut off at the end" / "audio delayed" reports). You
cannot "listen" to a take — measure it. Proven on two independent takes (talking+claps,
clean-clap test) with a tight, matching result each time.
**Method (FFmpeg probe + numpy, run from WSL):**
1. **Click/hiss-SILENT test takes are the gold standard.** Have the creator do a
loud, single-frame-syncable event (one clap after ~10s of near-silence) — the
video position of the hands-meet peak and the audio position of the transient
are both unambiguous. That single event replaced counting words forever.
2. **Extract audio as raw mono PCM** (`ffmpeg -vn -ac 1 -ar 48000 -f s16le`) and
compute a short window RMS envelope (5ms windows) in numpy. The clap is the global
max (`argmax`); also print a coarse 100ms table — it shows the pre-clap artifacts
(faint blips) vs the event (100× larger) vs true digital silence.
3. **Video motion per frame** — `-vf "tblend=all_mode=difference,signalstats,metadata=print"`
captured to stdout (NOT `file=` inside the filter — the `\\` path escapes mangle;
have PowerShell-style quoting bite; `metadata=print` writes to ffmpeg's log, so
redirect stdout to a file). Parse `YAVG` values; the clap is the frame with the
motion spike (2.75 vs a ~0.1–0.5 animated-widget background).
4. **Offset = audio_event_time − video_event_time**; every positive second means audio
is BEHIND video by that much. Cross-correlate the two full envelopes (60fps-resampled
RMS vs YAVG, normalized) to double-check the single-event peak — the autocorr-style
peak must be sharp (unique max at +133 frames, second-best ≈0.26).
5. **Sanity checks baked in:** count frames (`nb_frames` vs wall log) — if video is
real-time you've ruled out the truncation bug as the cause; compare stream
durations (audio > video by the lag is the SIGNATURE of a delayed audio tail, not
truncation); check `dropped writes` — dropped audio moves events EARLIER (opposite
sign), so it can never explain a lag. **A constant offset ≠ drift:** fixed lag =
buffering/backlog, growing offset = clock mismatch.
**The ROOT CAUSE the recipe led to (record it so it's never re-derived):** the mixer's
capture rings are fed from APP STARTUP (for the meters); `StartLive` never clears them,
so the drained audio trail begins ~a full ring-depth (2.0s) behind go-live. **Rule: any
"live preview/drain" sink fed by a continuously-capturing buffer MUST clear the buffer
at go-live, or early output is stale backlog.** The 2s ring + configured 300ms sync
delay + ~100ms pipeline = exactly the measured 2.11–2.22s. The lag ALSO scales with
"time since app launch" up to the ring depth — a take right after a restart reads as
~370ms while a fully-warmed app reads ~2.2s. Same code, wildly different numbers.
### Feeding a rawvideo pipe at 60fps: deadline pacing + row-blit budget
Derived 2026-09-03 (take-3 diagnosis — the stats seam from `97ffc42` named the stage
in one line: `17/300 frames per 5s, avg render 258.1ms, avg submit 1.5ms`).
Both halves were solved by OBS/libyuv long ago; do not re-derive:
1. **Pacing is a DEADLINE, never a post-render sleep.** `sleep(interval)` after each
frame makes the period `render + submit + interval` — the producer can hit ≤ half
the declared rate even with a free render. OBS's `video_thread`
(`libobs/media-io/video-io.c`) advances an absolute `nextTick += intervalTicks` and
sleeps only the remainder. **NEVER "rebase" the deadline to wall-now when it blows** —
the take-3 note I originally wrote here ("skip … the missed ticks (rebase)") was the
PROVEN-wrong advice: resetting `nextTick` erases the missed slots, so a 43fps reality
was authored into a 60fps container and every recording played ~1.4x fast (take 12/13,
2026-09-10). The rebase even kept the stats looking honest (render+wait == period, no
loss) because a rebased frame is never "late". OBS keeps the counter MOVING and outputs
ONE frame per interval tick — a late render shows as REPEATED footage (judder; duration
stays correct), never a skip and never a wall-now reset. Critical with rawvideo:
pts is stamped by ARRIVAL, so the muxed duration is pure frame count ÷ fps — the only
way to make duration == wall time under ANY load is exactly one frame per interval slot.
Corollary: **never add a second pacer.** `ffmpeg -re` on the rawvideo input throttles
the pipe independently and fights the pump (its "Resumed reading … after a lag" grew
0.79s→4.82s in the same take). Removed; the pump IS the pacer.
2. **A 1080p frame is ~2.07M pixels — the hot path must be row-simple.** Per-pixel
`Math.Round` + float source-over in managed code costs ~100ns/px = the whole 258ms.
libyuv's pattern (https://chromium.googlesource.com/libyuv/libyuv/): branch per
pixel on source alpha (opaque → 4-byte copy, transparent → skip), integer
fixed-point blend `(s*a + d*(255-a) + 127)/255` otherwise; and ALWAYS clip the loop
to the intersection rect (our social-bar overlay scanned all 2M dst px for a 64px
strip). A full-cover 1:1 blit also obsoletes the opaque-black pre-fill — skip dead
writes.
3. **On Windows, `Task.Delay` is a 15.6ms QUANTUM, not a timer.** Any request under one
system-clock tick sleeps a full tick (documented — learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.task.delay:
"approximately 15 milliseconds on Windows systems"). A deadline pacer built on Task.Delay caps the
producer at ~40fps-ish EVEN IF render is instant — take 9 proved the signature: work fell 26.5→22.4ms
but the period sat at ~37ms (≈ one padded wait/frame), so two real optimizations read as "zero change".
Frame-accurate loops (OBS/Chromium/game-loop canon — stackoverflow.com/questions/5441464) do:
`timeBeginPeriod(1)` for the session (paired with `timeEndPeriod`), sleep only the BULK of the
remainder, SPIN the last ~2ms across the deadline. Diagnostic before touching the compositor again:
period ≈ work + 15.6 → the SLEEP is the bug, not the work.
Related (take 14, 2026-09-04): **recycled ring buffers are a race you must SIZE, not just own.**
Deepening shared frames to kill GC churn (a fresh 8.3MB/tick array) hands out REUSED memory — the
ring's depth × source period must EXCEED the worst consumer hold (compositor read + lagged UI
preview copy), not just "a few frames". 4 slots at 144Hz capture laps in ~27ms vs a ≤50ms read: half
a new screen frame flashed over an old one in the recording ("bits flashing over other bits").
Depth 8 everywhere (screen/camera/web output rings); the paste-cache Epoch still guards identity.
4. **Hermetic pacing test:** inject the delay seam to RECORD the requested TimeSpan and
genuinely await it (`Task.Delay(d, ct)`) — a fake that returns
`Task.CompletedTask` synchronously makes the whole pump loop run on `StartAsync`'s
sync continuation and hang the test run (hit this 2026-09-03; the existing fakes all
yield for exactly this reason). Assert the REQUESTED wait (< interval with a
≥cost-ms fake render) — never wall-clock rate, which flakes on loaded machines.
5. **Expensive content: raster on change, never on read (take 5, 2026-09-04).** A source
that updates once a minute (chat text!) must not full-rasterize (`FormattedText` +
`RenderTargetBitmap` + `CopyPixels` ≈ 15-25ms) every compositor tick. OBS text sources
re-render on property/message change; the per-tick pass blits the cache. Implement as:
content version (collection-changed counter) + config key (size/appearance) → cached
immutable `VideoFrame` returned by identity. Gotcha: buffers that SURVIVE sessions
(the chat log) silently arm the per-tick cost even in flows that never touch the
feature (signed-out record-only takes paid chat rendering!).
6. **An async loop started from a UI handler runs ON THE UI THREAD until you take it off.**
`await` continuations re-capture the current `SynchronizationContext` — the frame pump was started
from a WPF command handler, so the "WPF-free, hermetic" compositor rendered and read capture state
ON THE DISPATCHER, serialized behind the live preview itself, for the whole starvation saga. The
`wait` stat caught it only when the numbers became self-contradictory (render 22 + wait 10 > any
rebasing deadline — a blown deadline cannot sleep). OBS runs `obs_graphics_thread`/`video_thread`
as dedicated threads for exactly this reason. Pattern: `_task = Task.Run(() => Loop())` (null
context inside), then audit EVERY object the loop touches for UI affinity (RenderTargetBitmap /
DrawingVisual / WriteableBitmap: marshal the work or the rare miss; plain locked byte[] lookups:
fine) and pin it with a context test (`Pump_Produces_OffTheStartingContext`, inline-pumping
SynchronizationContext that the old code failed by construction). Cost: takes 3–10.
7. **Prove the stage, then the fix — and re-prove after every slice (2026-09-04, takes 6-8).**
The chat raster fix was REAL but the composer blamed it for the residual slowness it did not
own; two takes burned before the render/resolve split showed `resolve ≈ 0` and pointed at the
compositor pasting static layers per tick (`BlitCachedLayer` finished the job OBS-style). Before
shipping a perf fix: name the stage with a measurement, not a story; after shipping one, the
NEXT number must move — a fix that doesn't change the stat wasn't the bottleneck.
8. **An encoder refed from a real-time loop must ENQUEUE, never pipe-write in the loop
(2026-09-10, take 15/16 — the "1...23...4...56..." smeared ticker).** After slice 9 the
recording played at the right DURATION but the content still hiccuped — and the aggregates
(301/300, uniform file PTS, 15.6s wall vs 15.74s file) could NOT see it. The cause finally
measured in `FfmpegEncoder.SubmitFrameAsync`: the `WriteAsync(8.3MB)+FlushAsync` to ffmpeg's
stdin BLOCKS whenever the encoder lags the pipe, and the slice-9 burst `while (now>=nextTick)`
then re-wrote that SAME stale composite for every slot that ticked past — frozen content runs.
OBS's answering machinery is the encoder queue (`libobs/obs-encoder.c`): the encoder thread
NEVER couples back into the video thread; overflow = dropped data, NEVER a frozen producer.
Fixed as: bounded `Channel<byte[]>` (cap 120) + a dedicated drain task owning stdin,
`SubmitFrameAsync` = copy-to-pool-array + `TryWrite` (drop-newest + count when full), stop
flushes the queue then EOF. **Rule: verify with a clock-independent judge.** The WSL ticker that
"proved" slice 9 has its
own Host-timer jitter under Windows load — so this slice burns a dot-matrix `_outputIndex`
into the bottom-right of every composite; decoding the recording reads the honest sequence
(+1/frame, jumps = counted drops) with no external clock involved. Take 17 must read
+1/frame from that strip. (A whole-frame duplicate scan was tried and is
UNRELIABLE here: the scene is always animating — session elapsed timer + REC pulse — so
no two frames are ever byte-identical.)
**SUPERSEDED by slice 15 (2026-09-14):** the last clause "pump emits ONE fresh composite per
iteration (no burst re-write)" had it BACKWARDS for the deadline. Slice 10 chose a skip when
the render overruns — an overrun's slots vanish from the file — and that AUTHORS ACCELERATED
playback (my item-1 lesson already said it: "NEVER a skip … a late render shows as REPEATED
footage"). Device takes proved it: one fresh frame per 35ms stall → `ty-20260914-1726` = 163
video frames (2.72s) against 2.93s of audio, video ending 0.22s early ("audio speeds up then
cuts off"). OBS's answer (docs.obsproject.com/backend-design: "If the video frame queue is
full, it will duplicate the last frame"; `libobs/obs-output.c` counts "lagged frames due to
rendering lag/stalls" — never a time-hole) is to fill each missed slot by DUPLICATING the
newest frame; duration == wall, judder not fast-forward. That's what the pump's submit now
does: a catch-up loop over the missed slots emitting this iteration's composite again, clamped
to a `deadlineNow` captured once (bounded — the smear that justified slice 10 was the
BLOCKING pipe-write re-copying during a long freeze; the queue makes each emit nanoseconds,
so the burst is safe). The burned index moved inside the submit loop: EVERY emitted slot
carries its own +1 (this also fixed the old unconditional `_outputIndex++` that gapped the
sequence on non-submitting fast-render iterations). A/V sync must be re-clap-measured after
this fix — the +0.6s audio-late reading on 1726 was confounded by the 1.1x acceleration.
**Latest A/V sync numbers (2026-09-14, pre-slice-15 pacing):** keep the recipe below honest on
clap measures. ty-1723: 697 video frames (60fps) = 11.62s vs 11.84s audio. ty-1726 (clap): 163
frames = 2.72s vs 2.93s audio; clap audio env peak 1.655s vs video motion cluster 0.75–1.03s →
single-peak offset ≈ +0.64–0.89s, cross-correlation lag +0.667s (audio late) — BOTH confounded by
the acceleration; re-measure after slice 15.
**Slice 16 (2026-09-14) — the desktop capture conversion was the bottleneck; here is
the freeze-audit recipe (RECIPE — re-deriving it cost this session):**
The slice-15 build fixed pacing but the desktop layer of the recording was still
"jerky / laggy / frozen with a horizontal tear". Measure, don't guess — and the
measurement said something different AND worse than the running render theory.
`FramePump stall… worst render 33-36ms` was real but MOOT: once the camera+desktop
take was decoded to raw frames, the **desktop band was frozen 21s of 23.35s (90%)**
with ~6.1 content updates/s and freeze intervals up to 2.28-2.78s. The capture
CONVERSION was the wall: the monitor delivers at the **240Hz DWM cadence**, the
source converts ONE frame at a time (`_framePending` latest-wins), and each
2560×1440→1920×1080 `DownscaleBgra` — naive double-per-pixel bilinear — cost
~30-45ms quiet and ~150ms+ under load (GPU-copy contention on 240Hz HDR). Result:
~6-9 fresh frames/s of DESKTOP content inside a 60fps file. The webcam (its own
MediaCapture path) and audio were fine — exactly what the user reported.
**The audit recipe (ffmpeg → raw gray → numpy):**
```
ffmpeg -i ty-*.mp4 -pix_fmt gray -f rawvideo /mnt/c/tmpout/f.take.raw
python3 - <<EOF
import numpy as np
fr = np.memmap("/mnt/c/tmpout/f.take.raw", np.uint8, mode="r").reshape(n,h,w)
band = fr[:,40:320,20:620] # desktop band, skip title/social bars
d = [np.abs(band[i].astype(int16)-band[i-1]).mean() for i in range(1,n)]
thr = np.percentile(d,25) + 0.5*(np.percentile(d,97)-np.percentile(d,25))
print(sum(x>thr for x in d)/ (n/60)) # fresh content-updates/s
EOF
```
"fresh content-updates/s" in the DESKTOP band vs 60 slots is the bottleneck read;
the compositor render stats led nowhere until this number existed. A **per-row
split detector** (`cumsum` of per-row diff-to-next minus diff-to-prev, argmax =
split row) then separated real mid-frame tears (score ≈ huge, both halves match
neighbours) from bottom-strip social-bar churn — the pairs it flagged at 97-100%
were the session UI, not tears.
**The fix (this slice):**
- **integer 8.8 fixed-point downscale, "shift only at the end"** — the SAME math as
`SceneCompositor.Bilinear` (rounded both stages in one 16.8 scale) ported into
`DownscaleBgra`, dropping per-pixel doubles to row-walk integer ops. The capture
ring already had the integer-bilinear lesson; the capture downscale itself was
still the naive float twin of the 258ms disaster.
- **throttle to the slot cadence** (`MinConvertInterval = 10ms`): the 240Hz arrival
is ~4.2ms — accepting every delivery queues ~150ms of serialized conversion per
second minimum; a 10ms floor caps the open edge just above the ~60/s the 60fps
pump can use.
- **ring reuse-distance, not ownership** (`FrameRingBuffer`, redLine 4): the
take-14 "depth × period" rule guards size; the slice-16 addition makes it
structural — a slot is only rewritten ≥4 rents after its last hand-out, else a
fresh buffer. `session.LatestFrame` survives across conversions and the
dispatcher preview copy lags, so "who released it" is unknowable without a
consumer API; a reuse-DISTANCE contract needs no consumer cooperation. The 1742
tear (new-top/old-bottom midway) is that read-under-write closed.
- **measure before trusting the inherited plan:** the approved native-res capture +
composite-side downscale (C1) was recast to "fix the downscale in place" —
relocating a 30ms float downscale from the capture thread to the render thread
and caching by Epoch only moves the same ~30ms cost into the slot budget. The
measurement said the cost ITSELF was the enemy; keep the architecture, make the
op fast.
**Slice 17 follow-up (2026-09-14) — the readback, not the downscale, was the real
wall; and the pool-size lever was a trap (RESEARCH fact — would have shipped a
bug):**
Slice 16's downscale fix landed (20-50ms conversion, healthy) yet take ty-1824 was
still ~90% frozen in the desktop band (6.8 updates/s, 4.85s max freeze). The new
telemetry said it plainly: `conv avg 46-50ms, max ~61ms, skip busy 37-83` — the
**GPU→CPU readback (`CreateCopyFromSurfaceAsync`), NOT `DownscaleBgra`**, is ~45ms of
that conversion on a 240Hz-HDR box sharing the GPU with the encoder. One-in-flight =
readback-bound at ~17-20 conversions/s — the real cap the whole way down. Two
follow-on decisions fixed by evidence:
- **pool size is a clip, not a scale (near-miss).** The "obvious" fix was shrinking
the pool to the master size to read back less. Microsoft's screen-capture page
forbids it: "the underlying Direct3D surface is always the size specified when
creating … the Direct3D11CaptureFramePool. If content is larger than the frame,
the contents are **clipped**." Shrinking to 1920×1080 would CROP a 1440p monitor,
not scale — silently encode the desktop cut off. Readback must stay native; the
lever is concurrency, not size. **Rule: read the platform doc for the exact
primitive before "fixing" the pool/format; scaling assumptions about capture APIs
have been wrong twice now.**
- **overlap the readbacks + a monotonic publish gate.** With up to 3 conversions in
flight, completions can land out of order; a slow OLDER readback finishing last
would stomp a newer frame (a backwards time hole — the mirror of the 1742 tear).
`MonotonicGate` (seq set via `Interlocked.Increment` before the copy, verified by
compare-exchange publish) drops stale completions instead. Ring gets a lock because
rents are now concurrent; downscale row-scratch became per-conversion locals.
Lesson: keep a *single* "what is bound?" number per layer (telemetry line) before
choosing between throughput and latency fixes — both previous slices picked the
wrong slot ("render" vs "conversion") until the audit existed.
---
**Take-4 follow-ups (2026-09-04) — the symptom needed a second pass, so cite again:**
render was still 58.9ms after slice 1. Slice 2 (buffer pool + opaque-row memcpy +
integer bilinear) followed the same libyuv research
(https://chromium.googlesource.com/libyuv/libyuv/ — `row.cc`/`scale.cc` keep both
interpolation stages in ONE fixed-point scale; rounding constant only at the end).
My first `Bilinear` shifted stage 1 back to 8-bit AND shifted the final result >>16 —
double scaling turned solid-255 samples into ~1, i.e. the "fixed" general path drew
NOTHING (green webcam silently vanished from output; the pixel probes caught what
the eye in a 2x time-lapse would not). **Rule: multi-stage fixed point shifts only
at the end; verify against a uniform-255 sample before believing it.** Second trap:
a stale-byte sentinel test whose source pattern can generate the sentinel value
itself (0xAB was a legitimate `x+y` pixel) — pick the sentinel coprime/out-of-range
to every channel formula (0xFD: odd, not ×4, above the R max). Third: a fake encoder
that HOLDS submitted frames now must snapshot them (`Clone`) once the producer
legitimately recycles buffers — mirror the real consumer's copy semantics in the fake.
---
### A web widget captured at 10Hz inside a 60fps recording plays at ~1/6 speed
Derived 2026-09-10 (the "widget animation too slow" report). The recording is 60fps and the
WebView2 capture loop was a blind 100ms `DispatcherTimer` = 10Hz — each captured web frame gets
repeated ~6× in the file, so whatever the page animates at, the OUTPUT is capped at the *capture*
cadence, not the page's. Two stacked throttles, both real:
1. **The capture rate is the hard ceiling.** web-layer motion in the recording can never beat
`CapturePreviewAsync` frequency. But you can't just raise the timer: full-HD PNG capture costs
~10-30ms (WebView2Feedback#20: "CapturePreviewAsync … produces PNG/JPG and is very slow"), so
concurrent captures stack CPU AND can publish stale-after-fresh. The mandatory shape is a
**latest-wins drop**: at most one capture in flight per session; a tick during the in-flight
window is DROPPED, never queued; effective cadence = max(interval, capture duration). Do this
before anyone touches the interval constant.
2. **Chromium throttles hidden pages.** An off-screen WebView2 (we place it at (-5000,-5000)) is a
hidden page the moment the host window is unfocused or covered: `requestAnimationFrame` parks and
JS timers clamp to ~1s (WebView2Feedback#1172 — background-throttled rAF; #3070 — a WebView2 with
`Visibility.Collapsed` slows timers to 1s; Chrome-88 blog — heavy timer throttling of hidden tabs).
There is NO supported per-page opt-out (#5250 still open). The embedder answer is browser args on
the `CoreWebView2EnvironmentOptions` created BEFORE `EnsureCoreWebView2Async`:
`--disable-backgrounding-occluded-windows --disable-renderer-backgrounding
--disable-features=CalculateNativeWinOcclusion` (the Electron/Streamlabs-class fix for
occluded-window animation throttling). Share ONE environment across sessions (one browser process).
3. **Measure before picking the cadence.** Log the first ~30 captures' elapsed ms on the first
recording run; PNG encode + WPF decode of 1920×1080 is the per-capture cost that decides whether
~30Hz is affordable or it must drop to ~20Hz. The FramePump drops frames (never time-lapses) if
UI-thread GC churn starves it, so cost shows up as dropped-frame stats — read them.
---
## Splitting a large file into partials — NEVER `awk … > SRC` while awking SRC
(2026-08-31, Commit D) Tried to split `SocialsDialogViewModel.cs` in one line:
`{ awk '…' SRC; echo ""; awk '…2…' SRC; } > SRC`. The **first write truncated
SRC to 1 line**, so the second `awk` read the already-truncated file → the whole
source was lost (1 line left). Recovered with `git checkout -- SRC`, then redid
it, but the same bug could have meant making it up from scratch.
**Rule:** when a cut needs N blocks from one source into N files, never write a
block back onto the source that the `awk`s still read. Instead:
1. Read the source **once** at the start into temp files (`mktemp -d`, one file
per block), with a `$D` variable you carry forward.
2. Verify block sizes (`wc -l`) and brace balance (`python3 -c` counting `{`/`}`)
before touching any real file.
3. Then assemble each new file from `cat D/block …` — never truncating the source
until every read is done.
`git status` can't save you here if you don't notice until the file is gone —
`git checkout -- <path>` from the last commit is the recovery. Cheap insurance:
restore-then-retry, do it atomically from temp files the first time.
---
## Verifying an ffmpeg decode contract from WSL (no real CLR needed)
(2026-08-31, TASK 21) When a change depends on ffmpeg producing output with an
exact frame-size contract (rawvideo W×H×4 BGRA), you can prove the **command +
frame accounting** here without any .NET process:
1. Fetch a **static Linux ffmpeg** into `/tmp/opencode` (no sudo needed):
`curl -sLO https://johnvansickle.com/ffmpeg/releases/ffmpeg-release-amd64-static.tar.xz
&& tar -xf …`
2. Generate a tiny known clip: `ffmpeg -f lavfi -i "testsrc2=duration=1:size=640x360:rate=30" -pix_fmt yuv420p clip.mp4`
3. Decode with **exactly the app's args**: `-f rawvideo -pix_fmt bgra -vf scale=640:360 -an`
4. Assert `total_bytes % (W*H*4) == 0` (python3) → exact integer frames, no pad.
**Why not a dotnet-spawned ffmpeg here:** the only CLR on this box
(`/home/gramps/bin/dotnet`) is a **Windows-bound shim** — `Process.Start` resolves
paths to `\\wsl.localhost\Debian\…` and throws "not a valid application for this
OS" when handed a Linux ELF ffmpeg. So never plan to have dotnet exec a Linux
ffmpeg here; verify the contract with shell/python instead, and leave the
CLR→real-ffmpeg run to the native Windows suite.
## WPF hit-test truth in tests: `UIElement.InputHitTest`, NOT `VisualTreeHelper.HitTest`
(2026-09-01, the RoundClip "known failure" post-mortem — a failure the map carried as
"not a regression" for weeks without ever recording WHY.)
**The trap:** `VisualTreeHelper.HitTest(window, pt)` returned the window's
`WebViewHostPanel` overlay (`IsHitTestVisible="False"`, `Opacity=0`, ZERO children — since the
2026-09-14 composition-capture redesign the overlay is DELETED, but the API lesson stands) for
EVERY point in the window — so a "corner is grabbable" assertion could never pass, and
it looked like a real interaction bug. The actual input pipeline (`UIElement.InputHitTest`,
what Mouse routing uses) correctly returned the element's Grid at elem-center/corner-in/
corner-exact and fell through to CanvasGrid just past the corner. The product was fine;
the TEST was probing an API that doesn't model input semantics.
**Rule:** any test asserting "where does a click land" uses `window.InputHitTest(pt)` +
`IsDescendantOf` — never `VisualTreeHelper.HitTest`.
**Diagnosis recipe (how the lie was caught in ~3 probe cycles, no guessing):** add a TEMP
probe `[Fact]` in the RealApp collection that hit-tests a spread of points
(elem-center / corner-in / corner-exact / corner-out / bg-center) and `Assert.Fail`s with a
composed dump: per-point VTH hit + `InputHitTest` hit + ancestor chain (`GetParent` walk
with `#Name`) + panel properties (`IsHitTestVisible/Opacity/children/actual size`) +
`TranslatePoint` origins. Run the class alone, read the message, delete the probe.
**Two sibling facts learned the same session (record-once):**
1. A UserControl owns its own XAML namescope — after extracting a region out of a window,
`window.FindName("InnerPart")` returns null; resolve the UserControl by its window-level
name, then `pane.FindName("InnerPart")`. And window-scope STYLES are invisible to a
UserControl's `StaticResource` at parse time — move such styles to `Themes/Controls.xaml`
(the app-scope rule exists for this).
2. Per-class `dotnet.exe vstest` from WSL DOES execute the RealApp/`MainWindow` tests fine
(they passed natively 2026-09-01) — only the FULL suite hangs (WASAPI startup). And the
test process shares `%APPDATA%\ytLlive\startup.log` with the real app: lines like
`camera 'test-camera' failed` are test noise, not DB state — to check pollution, query
the DB directly (`python3 sqlite3`, `SELECT DeviceId FROM Webcam`), not the log.
## A "known failure" label without a recorded cause = a bug on life support
(2026-09-01, the audio triple-take) One line — `_delayedMix` (nullable, added by TASK 22,
never initialized) dereferenced as `delayed.Length` — produced THREE symptoms that lived in
the map as two separate "pre-existing, do-not-chase" entries: (a)
`Mix_HonorsProviderGains…` "known failure", (b) `AudioPipelineTests` hangs when run at all
(a test reading a named pipe with no writer blocks — hung test ≠ flaky test, it's a starved
producer), (c) startup.log flooded "Audio live loop error" every 10ms (the mixer loop caught
and logged only `ex.Message` — stack thrown away).
Rules derived:
1. NEVER label a test "known/pre-existing" without writing WHY (exception type + first app
frame). An unexplained known-failure is deferred archaeology that hardens into fog.
2. A test that waits on IPC + a producer whose output vanished are usually ONE bug — look
for the producer before blaming the test.
3. Catch-and-log-swallow of `ex.Message` hides root causes; log with stack (`AppLog.Write(ex,
...)`) and throttle (5s) instead of dropping or flooding.
Bonus: the "failing" test encoded the MAP's contract (`loopbackGain = GameAudioVolume`); the
code had drifted to unity on a disproven premise (loopback capture does NOT follow endpoint
volume — creator's 20%-volume/pegged-meter observation killed it). The test was right all
along — failing tests may be the last honest witnesses; interrogate, don't pardon.
## Feature provenance: record WHO asked and WHY, in the task entry itself
(2026-08-31/09-01, the SYNC slider scare) TASK 22's lip-sync slider surfaced on the preview rail and
the creator's reaction was "totally don't remember ordering that" — because the queue entry recorded
WHAT shipped (a slider, 0-500ms, a converter class) but not WHO asked (the creator, explicitly, for
OBS's delay-filter fix built natively). Eight days later his own request read like AI drift and nearly
got deleted. Rule: the moment a creator-driven feature is queued or shipped, its entry carries a
one-line provenance — *who asked, what triggered it* ("creator: OBS delay-filter lip-sync fix, native").
Features without attribution become roadmap orphans that get punted, removed, or re-litigated. Same
disease as an unexplained "known failure" label — a fact recorded without its reason is a future
argument.
## An un-attributed build invalidated three takes of a perf saga — stamp the binary
(2026-09-04, takes 4–6) After each render-perf fix the creator "exed the code" and re-recorded, but
the exe timestamp ≠ binary contents (incremental builds reuse whatever compiles clean; a source edit
with no rebuild serves the OLD exe). Take 6 measured render WORSE than take 5 (35-41ms) and there was
no honest way to tell "the chat cache fix doesn't work" from "the fix was never running" — three
hours of diagnosis on an unattributable sample. Rule: if takes measure the app, EVERY build carries
an id and EVERY log line traces to it — `GenerateBuildStamp` (csproj) writes a fresh GUID per
compile (deliberately defeating incremental lies), the wordmark shows it as a superscript, startup.log
records `Build <id> (compiled <time>)`. A perf claim without build attribution is a guess; ask for the
stamp BEFORE theorizing. (Also this session: a sentinel-byte test where the source pattern could
GENERATE the sentinel, and a fixed-point bilinear that shifted BOTH stages and silently drew nothing —
see the rawvideo recipe.)
## Signed A/V sync: negative offset = eat the buffer head (OBS semantics), armed at go-live
(2026-09-14) The ring-backlog fix shrank A/V lag from ~2.2s to ~0.54s, and ~300ms of that was
baked into the DB (`Audio.SyncOffsetMs=300`) via a POSITIVE-only control. For audio running BEHIND
video you cannot push audio later — positive delay makes it worse. OBS's answer is a NEGATIVE offset
that eats the buffer head: drop the first |N| ms of the written stream so every audio event lands
|N| ms EARLIER relative to video. It only makes sense at the head of the stream, so it is armed once
at `StartLive` (positive stays live-reactive via the delay line). Rule: record the signed semantics
together — positive = delay (ahead), negative = eat-head advance (behind) — and lock the control
while live (`IsEditMode`) since a mid-stream advance flip is meaningless. Test recipe:
`StartLive_NegativeOffset_AdvancesAudio_ByDroppingTheStreamHead` (emit 6×0.9 into an 8-tick budget,
long 0.2 bed, wire must show only 0.2).
## Composition video capture of WebView2: the CoreMessaging DQ recipe + the build gotchas
(2026-09-14, the ~20→60fps web-capture redesign — record-once so the next GPU-path work never
re-derives it. Everything that follows was already settled by OBS/Flutter `webview_windows`; the
cost this session was the 19041 projection's gaps.)
1. **No `DispatcherQueueController.CreateOnCurrentThread()` on the 10.0.19041 projection**
(CS0117 — only `CreateOnDedicatedThread` + `FromAbi(IntPtr)` exist). P/Invoke
`coreMessaging.dll!CreateDispatcherQueueController` with a sequential
`DispatcherQueueOptions { DwSize, ThreadType=2 (DQTYPE_THREAD_CURRENT), ApartmentType=2 (DQTAT_COM_STA) }`,
wrap via `DispatcherQueueController.FromAbi(ptr)` (mirror of `CaptureInterop`), THEN `new Compositor()`.
One controller + one compositor per UI thread, created once.
2. **`CoreWebView2CompositionController` needs a real parent HWND** — there is no window in the
MainWindow ctor, so `InitWebView2()` moved from the ctor to `MainWindow_Loaded` (source
registration is guarded by `ContainsKey`, so the layout-load path is safe).
3. **Capture the ROOT visual, not the control.** `GraphicsItem` for a composition controller comes
from `GraphicsCaptureItem.CreateFromVisual(root)` where `root` is your own 1920×1080
`ContainerVisual` (`IsVisible=true`) holding the controller's `RootVisualTarget` as a
`RelativeSizeAdjustment=1,1` child — exactly what `webview_windows`'s `graphics_context.cc`
does (`CreateGraphicsCaptureItemFromVisual` on the root `surface_` visual). Hide nothing,
move nothing, poll nothing — the capture is frame-driven at the renderer's pace.
4. **Straight alpha, never premultiplied.** Read back with `BitmapAlphaMode.Straight`; the
compositor's blend is straight-alpha, so `Premultiplied` readback wrecks corner anti-aliasing.
5. **Namespace landmines that each cost a build cycle in `Services/`:** `Compositor` resolves to the
repo's OWN `ytLive.Services.Compositor` namespace — fully-qualify `Windows.UI.Composition.Compositor`;
`CoreWebView2CompositionController.Close()` is the disposal call (no `Dispose()`); `Color` is
ambiguous (`System.Drawing` vs `System.Windows.Media`) — qualify `System.Drawing.Color.Transparent`.
6. **Testing a compositor-built bitmap without a runtime:** the internal seam ctor
`(Dispatcher, Func<string, IScreenCaptureSource>?)` + a `FakeWebSource` + a real background-STA
`DispatcherPump` (borrowed from ScreenCaptureManagerTests) drives the whole session path hermetic.
When byte-comparing a crop, slice the source with stride gaps (helper `CropBytes`) — a contiguous
range silently spans rows.
Recipe verified on green suite + 0-warning build; the composition path itself still needs a device
take (open item, HANDOFF).
## A pipe-read test that samples one tick is a timing flake by construction
(2026-09-14, re-discovered) `Mix_HonorsProviderGains_AndGameMute_KillsTheLoopback` fails
sporadically in ISOLATION (3/3 on the clean tree) but passes in the full suite: it reads exactly one
tick's worth after muting, and if the pipe still carries pre-mute buffered bytes the read spikes at
0.4 instead of silence. Any caller of `ReadFullyAsync` on a live pipe must either close/drain the
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).