Files
LlamaCasty/Services/Encoder
gramps a3a4681aac Per-element composite timing + scene dump (measurement only)
The cadence work ended with a question the log could not answer: the compositor
manages 6.8 composites/s at ~141ms while the 10:03 take did 29-34ms on the "same
scene shape" (full-render split=0 elements=6 dynamic=5). Nothing in the stats line
said WHICH of the six elements cost what, and nothing recorded the scene itself, so
the two takes could only be compared by eye. This closes that gap and nothing else:
no fix is attempted until a real take names the culprit.

- Services/Compositor/CompositeTimings.cs (new): per-window collector.
  Add(stage, ticks) accumulates; Describe(renders, minMs = 0.1) prints the averaged
  breakdown slowest-first, dropping sub-0.1ms noise.
- SceneCompositor.Render / CompositeLayers / BakeStaticBase / BlitBakedElement /
  BlitCachedLayer + SceneGraph.GetBakedBase: trailing optional CompositeTimings?
  Every stage is timed (backdrop, base, flash, social, ticker, zoom, scale, overlay,
  bake backdrop, bake overlays) and EVERY element gets its own entry keyed by
  z-index + name ("#2 Webcam"), with the nested "raster" sub-stage recording the
  paste-cache rasterize miss - the split between "re-samples every tick" and "slow
  paste" without a second session. Bake-pass elements are prefixed "bake #..." so a
  one-off rebake cannot masquerade as a per-composite cost. Callers that pass
  nothing (thumbnails, existing tests) are unaffected and pay nothing.
- FramePump: owns the collector, threads it through RenderScene/RenderFull/
  GetBakedBase/CompositeLayers, and logs "FramePump parts (N renders/5s): ..." once
  per 5s window beside the stats line (averaged per render, so it compares directly
  with "avg render"), then resets it. Also dumps the scene - "FramePump scene dump:"
  header plus one line per element (z-index, name, kind, source type, visibility,
  rect, opacity, clip) - at pump start and on every scene change.
- One Good Dog integration test (ytLive.Tests/CompositeTimingTests.cs): a real
  composite of a full-canvas element plus a 64x64 one through the real collector
  must rank the full-canvas element first, carry the raster sub-stage and the fixed
  stages, and the dump must name both elements with z-index/type/rect and echo the
  split point.

Derivative work (AGENTS.md): OBS's answer to "which source is slow" is the Source
Profiler - average execution time of each source's tick and render functions
(https://docs.obsproject.com/reference-libobs-util-source-profiler, util/profiler.h).
Same shape here: one timer per element per composite, reported as an average, plus
the stage split this case needs.

Docs in the same commit: ai.md (new subsection "Per-element composite timing + scene
dump", the closed gap corrected in "Frame cadence"), Services/index.md (new file row
+ FramePump/SceneCompositor rows), TASKS.md (unit marked shipped, next = creator
take), HANDOFF.md (rewritten: unpushed commit, next step, verify.sh whitelist hole).

Also recorded this session (from the creator): the launch command is
`dotnet run -c Release` - Release is the DEFAULT, Debug only when explicitly named,
and perf takes must read Release. ai.md -> Run updated.

Full suite 428 tests, 0 warnings; the only failures are the known audio env flakes
(both pass in isolation). Scope check passed.
2026-10-16 18:23:20 -07:00
..