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fix(vegas): lock the scroll to the panel refresh; encode the preview off the render thread
Vegas advanced by elapsed time, blended neighbouring columns every frame, and paced itself with a sleep to target_fps. On hdpi (4x128x64 on one chain, a 120Hz cap the chain cannot reach, ~95-100Hz real) that ran at 73fps with target 90 and ~89fps with target 125: the sleep drifted against the refresh and missed a vsync every few frames, and the blend read as shimmer on the panel (and as "anti-aliased" text in the preview). smooth_scroll now means the crisp pacing the plugin tickers already use: a whole number of pixels per presented frame, each held for frame_hold refreshes, with SwapOnVSync as the clock. The speed is solved against the panel's measured refresh, timed from our own swaps once scrolling starts, because the configured limit is only a cap -- at "120Hz" 90px/s solves to 3px every 4 refreshes, at the real ~97Hz to 1px every refresh. The old blend stays available as sub_pixel_blend (default off). With the web preview open, the render thread also PNG-encoded the whole 512x64 frame five times a second, 12-14ms each -- longer than a refresh. Mid-scroll that encode now runs on a single-slot writer thread (Pillow releases the GIL while compressing); static frames still write inline. Measured on hdpi, 3-minute soak with the preview open: 3 of 17,280 frames held an extra refresh (0.02%), down from ~6-20%. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -140,6 +140,9 @@ def vegas_coordinator(controller):
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'enabled': True, 'max_cycle_duration': VEGAS_ITERATION_SECONDS}}})
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assert coord.vegas_config.continuous_scroll
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coord.render_pipeline = MagicMock()
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# Real numbers: the loop sleeps and reports against these.
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coord.render_pipeline.frame_interval = coord.vegas_config.get_frame_interval()
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coord.render_pipeline.target_fps = float(coord.vegas_config.target_fps)
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coord.stream_manager = MagicMock()
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coord.display_manager = controller.display_manager
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coord.stats = {'cycles_completed': 0, 'interruptions': 0}
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