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feat(vegas): live elements update in place while they scroll (#697)
* perf(timing): say which render-thread work a late frame followed The soak already says how often a moving frame reached the panel late, but not what the render thread was doing just before it. Vegas does two kinds of work there between frames -- building its strip (compose, extend) and, with live elements, patching changed pixels into it -- and deciding whether either is affordable needs their own numbers. - FrameTimingRecorder.note_op(kind, nbytes) tags the next presented frame. Totals gain op_frames, late_op_frames, op_freezes and op_bytes per kind; aggregate() still takes frames without ops. The file schema is unchanged. - Vegas tags compose and every strip extension (with the bytes it copied). - frame_soak prints an "after work" table: frames, late %, freezes and MB moved per kind, only when something tagged its work. - render_bench gains --strip-screens (Vegas-sized strips), --patch-bytes / --patch-every / --patch-where (in-place column writes, as a live element update does) and --extend-every-screens / --extend-width (append + trim on a fixed cadence that holds the strip's width). No runtime behaviour changes: this is the measurement gate for live Vegas elements. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * docs(changelog): note the frame-op attribution and bench modes Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * perf(scroll): build the strip's PIL image only when something reads it Every Vegas strip extension rebuilt ScrollHelper.cached_image from cached_array in full, twice (append, then trim), on the render thread: Image.fromarray is 1.7ms for an 8,000px strip and 3.8ms for 20,000px on a Pi 4 (measured on ledpi), about two thirds of an extension's render-thread cost. Nothing on the frame path reads the image's pixels; every frame is cut from the array. cached_image is now a property. append_content and drop_scrolled_prefix defer it; the first read builds it from the array it started with and keeps it only if the strip has not changed meanwhile, so a sync push racing an extension cannot leave a stale image cached. Assigning cached_image stores exactly what was assigned, as before. has_strip() says whether there is a strip without building its image; the helper's frame path, Vegas and the adapter's scroll-cache invalidation use it. The strip is also no longer held in memory twice. In Vegas the image is now built only by a multi-display sync push. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * feat(vegas): live elements -- a plugin API for content that changes while it scrolls Vegas bakes each plugin's pictures into one strip, so a card already on its way across the panel keeps what it showed when it was drawn. This adds the API and bookkeeping for content that can be updated in place; the worker that redraws and swaps it follows separately. No shipped plugin implements the hook yet, so nothing changes for users. Plugin API (core 3.8.0), all no-ops by default: - BasePlugin.get_vegas_elements() -> [VegasElement(key, image, version, live, refresh_hz)]: named, fixed-width pieces of Vegas content. - BasePlugin.redraw_vegas_element(key, width, height, at): a lock-free redraw for content that changes with time. - BasePlugin.notify_vegas_data_changed(): data that lands outside update(). - src/plugin_system/vegas_elements.py (VegasElement, re-exported from base_plugin). Core: - PluginAdapter asks a plugin that implements the hook for elements on the background fetch only (under its lock, on its own canvas); every other path keeps get_vegas_content(). Live elements are pinned (padded with content_padding, never trimmed), tagged with their key, digest and data epoch in Image.info so the existing cache and group plumbing carry them unchanged, and untagged if a width budget crops them. - RenderPipeline records where each live element lands (ElementRecord), in absolute strip columns a trim does not move; the block-start arithmetic is shared with the STATIC markers. - PluginManager update listeners (add/remove_update_listener, notify_data_changed): told the moment update() completes, not at the next ~4s Vegas poll. The coordinator uses one to move each plugin's data epoch on. - vegas_scroll.live_refresh (kill switch), live_max_hz, live_min_interval, live_lead_screens; per-plugin core-owned vegas_live. Live elements are off under multi-display sync, in swap mode and with offscreen_prefetch off. - scripts/check_plugin.py checks the element contract (src/plugin_system/testing/vegas.py); test/fixtures/plugins/vegas-live-stub is a working example. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * feat(vegas): live elements update in place while they scroll One background worker (src/vegas_mode/live_worker.py) redraws a plugin's live elements when its data epoch moves on (update listener) or on their refresh_hz, nearest the screen first, and hands changed pixels lock-free to the render thread, which copies them into the strip between frames (RenderPipeline.apply_live_patches, ScrollHelper.patch_columns): at most four patches or two screens of bytes a frame, no drawing or locks there. The worker takes over group prefetch once a live element is placed, runs inside the render gate, and is supervised. Update tick 1s while live elements exist. Web UI switch for live_refresh. OFFSCREEN_RENDERING.md describes what was built and why SegmentStrip was not needed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -387,6 +387,9 @@ class VegasModeCoordinator:
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adapter = getattr(self, 'plugin_adapter', None)
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if adapter is not None:
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adapter.live_elements_enabled = active
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pipeline = getattr(self, 'render_pipeline', None)
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if pipeline is not None and hasattr(pipeline, 'set_live'):
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pipeline.set_live(active)
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plugin_manager = getattr(self, 'plugin_manager', None)
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add = getattr(plugin_manager, 'add_update_listener', None)
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remove = getattr(plugin_manager, 'remove_update_listener', None)
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@@ -405,9 +408,11 @@ class VegasModeCoordinator:
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"""Update listener: a plugin's data may have changed.
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Runs on the update worker with the plugin's lock held, so it only
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moves the plugin's epoch on; whatever redraws happen later read it.
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moves the plugin's epoch on and wakes the live-element worker, which
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redraws once the lock is free.
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"""
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self.live_epochs.bump(plugin_id)
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self.render_pipeline.notify_live_data(plugin_id)
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def _install_render_gate(self) -> None:
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"""Gate the prefetch thread on the render thread's swaps; see VegasModeConfig."""
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@@ -504,6 +509,12 @@ class VegasModeCoordinator:
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# game still shown as live the next morning.
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self.render_pipeline.refresh_updated_plugins()
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# Copy any live-element redraws the worker has finished into the
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# strip, between this frame and the last. A deque check when there
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# are none.
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if self.live_active:
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self.render_pipeline.apply_live_patches()
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# Extend the strip before the scroll can reach its end, so the next
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# group arrives from the right and motion never stops. No cycle
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# boundary, so no freeze, no substitution and no restart with the
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@@ -715,7 +726,12 @@ class VegasModeCoordinator:
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# main loop's _tick_plugin_updates() finds all intervals already
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# satisfied on return, so the inter-iteration gap is <1 ms and the
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# display never shows a frozen frame between iterations.
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_UPDATE_TICK_FRAMES = max(1, int(self.render_pipeline.target_fps * 4)) # every 4 s regardless of FPS
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# Every 4 s, or every 1 s while the strip holds live elements:
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# plugins are only scheduled on this tick, so its period is added
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# to how late a live update can be.
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tick_seconds = (1.0 if self.live_active
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and self.render_pipeline.has_live_records() else 4.0)
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_UPDATE_TICK_FRAMES = max(1, int(self.render_pipeline.target_fps * tick_seconds))
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if (self._update_callback and
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frame_count % _UPDATE_TICK_FRAMES == 0 and
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not self._update_tick_running):
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