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Author SHA1 Message Date
ChuckandClaude Opus 5.5 8163104581 style(offscreen): lint fixes for the new code (Codacy)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 11:02:22 -04:00
ChuckandClaude Opus 5.5 0f68fbcfdc docs(offscreen): step 1 status and first hdpi soak
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 10:03:20 -04:00
ChuckandClaude Opus 5.5 13b5264d11 feat(vegas): render every plugin's ticker content off the render thread
The plugin-facing canvas (DisplayManager.image, draw, matrix) was one
shared object, so any plugin whose Vegas content needed it -- display
capture, scroll-content generation, narrowed rendering -- was deferred to
the render thread and fetched there one at a time. On hdpi that is most
plugins, and each fetch stalled the scroll: news ~320ms, hockey ~660ms,
in bursts whenever the strip extended.

DisplayManager.offscreen() gives the calling thread a canvas of its own.
image, draw and matrix are now properties that resolve to the thread's
surface while it is inside the block and to the shared canvas otherwise,
so the ~100 existing uses become thread-correct unchanged. Inside,
update_display(), the hardware half of clear(), and set_scrolling_state()/
set_frame_hold() are inert, so a plugin drawn for Vegas can neither reach
the panel nor re-pace the live scroll. render_size() is rebuilt on it.
capture_mode() now restores the previous state instead of clearing it,
so it cannot end suppression inside an offscreen block.

The adapter draws every path on its own canvas (_isolated_canvas) and
drops the copy-and-restore of the shared image, which from a background
thread would have written a stale frame back over the render loop's.
Background fetches take the plugin's update/display lock, waiting up to
2s for a running update() and skipping the plugin that round otherwise;
Vegas never took that lock, so render-thread captures already raced
update(). A background fetch that comes back empty is no longer queued
for the render thread.

vegas_scroll.offscreen_prefetch (default true) restores the old deferred
path when false. See docs/OFFSCREEN_RENDERING.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 09:31:27 -04:00
ChuckandClaude Opus 5.5 430e2312f8 docs(offscreen): redraw on real updates with a 10s floor; sync by operation replay
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 09:01:06 -04:00
ChuckandClaude Opus 5.5 1af5d5fe45 docs(offscreen): keep live content fresh: refresh at the gate, replace ahead, patch on screen
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 09:01:06 -04:00
ChuckandClaude Opus 5.5 5edc9195ca docs: propose per-thread offscreen rendering for Vegas content
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 09:01:06 -04:00
ChuckandClaude Opus 5.5 6c01c2b493 docs(scroll): Vegas no longer opts into sub-pixel blending
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 21:50:20 -04:00
ChuckandClaude Opus 5.5 0a2ce58026 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>
2026-09-23 21:41:15 -04:00
16 changed files with 1499 additions and 159 deletions
+3 -1
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@@ -127,7 +127,9 @@ Read by `src/vegas_mode/config.py` (`VegasScrollConfig.from_config`). See
| `min_content_separation` | int, `24` |
| `min_cut_gap` | int, `6` |
| `continuous_scroll` | bool, `true` |
| `smooth_scroll` | bool, `true` |
| `offscreen_prefetch` | bool, `true` — render every plugin's ticker content on the background thread, each on its own canvas. `false` restores handing canvas-bound plugins to the render thread, one pause at a time. Temporary; see [OFFSCREEN_RENDERING.md](OFFSCREEN_RENDERING.md) |
| `smooth_scroll` | bool, `true` — move a whole number of pixels per panel refresh, locked to vsync. `scroll_speed` is snapped to the nearest speed the panel can show that way (at 95Hz: 95, 47.5, 31.7 px/s…), measured against the panel's real refresh rate once scrolling starts |
| `sub_pixel_blend` | bool, `false` — the older smoothing: advance by elapsed time and blend neighbouring pixel columns. Looks anti-aliased in the web preview but shimmers on the panel and is not locked to the refresh. Overrides `smooth_scroll` when on |
| `extend_threshold_screens` | float, `2.0` |
| `auto_trim` | bool, `true` |
| `trim_threshold` | int, `10` |
+355
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@@ -0,0 +1,355 @@
# Offscreen Rendering
**Status (2026-09-24):** step 1, offscreen rendering, is implemented
(`DisplayManager.offscreen()`, the adapter on the prefetch thread, the plugin
lock). Steps 2 and 3 are proposed. When all three land, this file becomes the
reference for how plugin content is rendered off the render thread.
First soak of step 1 on hdpi (50 px/s, `pwm_bits` 7, preview open, 8-minute
runs, A/B/B/A):
| build | late | by 1 | 2 | 3–5 | 6+ | freezes | render-thread fetches |
|---|---|---|---|---|---|---|---|
| #628 | 0.53% | 82 | 2 | 3 | 2 | 3 | 6 |
| step 1 | 0.63% | 78 | 63 | 17 | 2 | 1 | 0 |
| step 1 | 0.42% | 77 | 23 | 10 | 0 | 0 | 0 |
| #628 | 0.37% | 84 | 5 | 3 | 3 | 2 | 14 |
It does what it was built to: no plugin is fetched on the render thread, and
freezes fell from 5 to 1. But frames 2–5 refreshes late rose. The rendering
moved to the prefetch thread still needs the GIL, and the render thread waits
for it (risk 5 below). The late rate did not improve overall. The 1–2 s
freezes appear in both builds and have a separate, not yet identified cause.
## The problem
Vegas mode builds its ticker from every plugin's content. Most of that work
already happens on a background prefetch thread
(`RenderPipeline.start_prefetch`). But any plugin whose content needs the
**shared display canvas** is deferred to the render thread
(`RenderPipeline.drain_deferred`), one plugin every two seconds. The code's
own comments put each of those at 40–600 ms, and the render thread presents no
frames while one runs.
On hdpi (Pi 4, 512×64) most plugins take that path: geochron, tide-display,
news, hockey-scoreboard, ledmatrix-stocks, incoming-packages, clock-simple,
countdown, birdnet-go, ledmatrix-music and odds-ticker. They arrive in bursts
("Whole group deferred; strip will extend as it drains") every minute or so,
12 fetches in five minutes. That is the "occasional pause" a viewer sees.
An 8-minute soak (`scripts/frame_soak.py --preview`) of the #628 build on
hdpi:
| late by | frames |
|---|---|
| 1 refresh | 238 |
| 2 | 32 |
| 3–5 | 30 |
| 6+ | 5 |
| freezes ≥ 250 ms | 2 (0.97 s total) |
The 3+ rows and the freezes are the pauses. The single-refresh row is a
separate problem: the blit is 6 ms of a 10 ms refresh, so there is little
slack. It is covered under *What this does not fix*.
## Why a plugin is canvas-bound
The plugin-facing canvas is a set of shared attributes on `DisplayManager`:
`image`, `draw`, `matrix`, and the `width`/`height` properties that read from
`matrix`. Three adapter paths (`src/vegas_mode/plugin_adapter.py`) need them,
and each returns `None` under `offscreen_only=True` so the plugin is queued for
the render thread:
1. **Display capture** (`_capture_display_content`): clear the canvas, call
`plugin.display()`, copy `display_manager.image`. Used by any plugin
without `get_vegas_content()` or a populated `scroll_helper`.
2. **Scroll-content generation** (`_trigger_scroll_content_generation`): a
ticker plugin whose `scroll_helper.cached_image` is empty is made to build
it by calling `display(force_clear=True)` or `_create_scrolling_display()`.
Both draw on the canvas.
3. **Narrowed rendering** (`DisplayManager.render_size`): swaps the shared
`matrix`, `image` and `draw` for a narrower set so the plugin lays out for
`render_width_pct`. The render thread would see the swap mid-frame.
The render thread keeps the canvas coherent only because nothing else touches
it at the same time. A background thread can't use it.
## The design: a per-thread render target
`capture_mode()` is already per-thread (#423 made its state a
`threading.local`, so a background capture no longer suppresses the render
loop's pushes). The same move applies to the canvas itself:
```python
with display_manager.offscreen(width=None, height=None) as surface:
plugin.display(force_clear=True)
content = surface.image.copy()
```
For the **calling thread only**, inside the block:
| accessor | resolves to |
|---|---|
| `display_manager.image`, `.draw` | the surface's own image and draw: a fresh black canvas, `fontmode = "1"` |
| `display_manager.matrix` | a logical proxy reporting the surface size, so `width`/`height` and plugins that read `matrix.width` follow it. Hardware calls through it (`SetImage`, `SwapOnVSync`, `Clear`, brightness writes) are inert. |
| `update_display()`, `clear()` | canvas-only: the block implies capture mode, which is already per-thread |
| `set_scrolling_state()`, `set_frame_hold()` | no-ops, so a plugin's `display()` cannot re-pace the live scroll. Today it can, when it is captured on the render thread. |
Every other thread sees the real canvas, unchanged. The render loop in
particular keeps presenting while a plugin draws elsewhere.
### Implementation sketch
- `image`, `draw` and `matrix` become properties over `_image`, `_draw` and
`_matrix`, plus a thread-local current surface. The getter returns the
surface's value when the calling thread has one, else the shared one; setters
mirror that. That costs about 0.1 µs per access, and `update_display()` reads
each a handful of times per frame. Every existing `self.image = ...` in
`DisplayManager` (`clear()`, setup, fallback) keeps working and becomes
thread-correct for free.
- `render_size()` is rebuilt on `offscreen()`: it creates or narrows the
calling thread's surface instead of swapping shared state.
- `offscreen()` nests and always restores on exit, including when the plugin
raises.
- `VisualDisplayManager` (the plugin test harness) gets the same method, for
parity.
### Adapter changes
- `get_content(offscreen_only=True)` stops returning `None` for the three
paths above. Each runs inside `display_manager.offscreen(render_width)`.
- `_capture_display_content` and `_trigger_scroll_content_generation` drop
their "copy the shared image, restore it afterwards" bookkeeping, since the
shared image is never touched.
- **Take the plugin's lock.** `PluginManager.get_plugin_lock()` keeps
`update()` and `display()` mutually exclusive in normal rotation, but Vegas
never takes it, so today's render-thread captures already race
`update()`. Off the render thread the adapter can afford to wait: blocking
acquire with a timeout (proposed 2 s). On timeout it keeps the cached segment
and tries again next group.
- `drain_deferred()` and the deferred queue are deleted. The only render-thread
fetch left is the inline fallback when no prepared group is ready, which in
practice is the first extension. Prefetching at start removes that too.
## Keeping live content fresh
Offscreen rendering is also what makes fresh sports scores possible. Today a
plugin's segment is drawn when its group is prefetched, and the strip carries
7,000–10,000 px of content ahead of the viewport (hdpi logs: "7153px still
ahead", "9842px ahead"). At ~100 px/s, a score drawn now reaches the screen
70–100 seconds later. When a plugin reports new data, Vegas only drops its
cache (`invalidate_pending_updates`), so the change is drawn on the plugin's
*next* turn, several minutes later. A segment already in the strip scrolls by
with the data it was drawn with.
That was the right trade while every redraw of a canvas-bound plugin stalled
the scroll. Off the render thread a redraw costs the scroll nothing, so the
strip can afford three things.
### 1. Refresh at the gate
Before a segment enters the viewport, check whether its plugin has updated
since the segment was drawn. If it has, redraw it offscreen and replace it
while it is still out of sight. Width changes are fine here, because
everything from that segment onward is still invisible.
The gate sits `lead` pixels ahead of the viewport's right edge:
`lead = max(one screen, speed × (render time + margin))`. The render time is
the plugin's own, measured on each render (sports cards take the longest,
hundreds of ms up to seconds per the prefetch notes). A plugin whose render
does not finish before its segment reaches the viewport keeps the old segment.
The scroll never waits for it.
Content is then at most `lead / speed` seconds old when it appears, a few
seconds instead of minutes, without changing how far ahead the rotation
fetches.
### 2. Replace ahead of the screen
When a plugin reports new data (the Vegas update tick already names them), any
of its segments that are **anywhere ahead of the viewport** are redrawn and
replaced straight away, not only at the gate. That covers the long stretch of
strip between prefetch and the gate.
### 3. Update on screen
A segment that is already **visible** is patched in place when the redrawn
version has the same geometry: the same total width, and the same width for
each card (a sports plugin returns one image per game, joined with
`intra_plugin_gap`). Scoreboard cards keep a fixed layout, so a score change
patches in and the digits update as the card scrolls past. The patch is a
pixel copy of one card (a 150×64 card is ~29 KB) applied by the render thread
between frames, so a frame never shows half of a patch.
When the geometry differs (a game added or dropped, a card that grew), the
visible part cannot change without a jump. Only the cards not yet on screen
are replaced, and only if the geometry up to that point is unchanged. Otherwise
the segment keeps its snapshot until it has scrolled off.
### Avoiding wasted work
- **Change detection.** `run_scheduled_updates_with_changes()` names a plugin
whenever its `update()` ran, not when its data changed. On hdpi
`clock-simple` and `ledmatrix-music` are named on every 4-second tick. A
redraw whose pixels hash the same as the segment's is discarded without a
swap.
- **Redraw on real updates only.** Vegas makes no API calls. Each plugin
fetches on its own schedule, and a redraw is triggered only when the
plugin's `update()` has run since its segment was drawn. On hdpi live
football, baseball and hockey poll every 30 s (live odds every 60 s,
everything else hourly), so a live sports card is redrawn once per poll.
- **Floor.** A plugin is redrawn at most once per
`vegas_scroll.refresh_min_interval` (proposed 10 s), and never while its
previous redraw is still running. The floor never holds back a sports card
polling every 30 s. It exists for chatty plugins: `clock-simple` updates
every second and `ledmatrix-music` polls every 2 s.
- **One worker.** Redraws go through the same background worker as prefetch,
one plugin at a time at `nice 10`, under the plugin's lock.
Data freshness is still bounded by each plugin's own fetch interval (how often
it polls live scores). Drawing faster cannot beat the data source.
### The strip becomes a list of segments
All three need the strip to be replaceable by segment. Today it is one
image (`ScrollHelper.cached_array`, 8,000–20,000 px wide, 1.5–3.8 MB), and
`append_content()` rebuilds the whole thing on the render thread for every
appended block. That is also a pause source.
Proposed `SegmentStrip`, used by Vegas in place of the single image:
- an ordered list of segments: plugin id, card boundaries, a pixel array, the
render time, and the plugin data version it was drawn from, plus its
x-offset in the strip;
- `visible(x, width)` assembles the viewport by slicing across at most a few
segments: the same ~100 KB copy per frame that slicing the single image
costs today;
- append and trim become O(block) list operations, not a copy of the strip;
- replace swaps one list entry and shifts the offsets of the segments after it
(dozens at most). A same-geometry patch copies pixels into the existing array.
Every mutation is prepared off the render thread and applied by the render
thread at a frame boundary, so the strip the render loop reads is never
half-changed.
### Multi-display sync
The follower renders from its own copy of the strip, offset from the leader's
scroll position. Today the leader sends that copy whole, and only in
`start_new_cycle()` (`send_scroll_image`), plus the scroll position every
frame. Continuous scroll, the default, extends and trims the strip without
starting a new cycle, and nothing sends those changes. From reading the code,
the follower therefore probably falls out of step after the first extension
already, before any of this design. That is untested; it needs a two-Pi rig.
With a segment strip, keeping the follower identical becomes **replaying the
leader's operations**:
- Every strip mutation (append, trim, replace, patch) is one operation in
strip coordinates. The leader applies it and sends the same operation to the
follower over the existing TCP channel. Segments are small: a card is ~29 KB
raw and compresses well.
- Operations on off-screen segments apply on arrival. A patch to a segment
that is on either panel carries an *apply at scroll position X* stamp a
couple of hundred milliseconds ahead. Both sides apply it when their scroll
position passes X, so both panels change on the same frame, within the
existing position-sync jitter.
- Each operation carries a sequence number. A follower that sees a gap (a
reconnect, a dropped message) asks for a full snapshot, which is today's
`send_scroll_image` path.
That also fixes the probable continuous-mode gap as a side effect, since
appends and trims become operations too. Until it is in place, fresh-content
updates are disabled while sync is active.
## Risks, and what was checked
1. **Plugins holding their own reference to the shared `draw` or `image`.**
They would keep drawing into the shared canvas, and routing by thread can't
redirect them. A grep of the 49 plugins installed on hdpi found none storing
`display_manager.draw` or `.image` in an attribute (a pattern search, so
indirect aliasing would slip past it). A plugin that did would
draw into an image nobody displays, which trims to a blank segment. That is
not corruption, and it is no worse than today.
2. **Plugins calling the matrix directly.** None in the audit. Inside
`offscreen()` the proxy makes it inert anyway.
3. **Font thread-safety.** `FontManager` shares font objects across plugins.
Measured on Pillow 12.3, two threads rendering text take 1.94× as long as
one, so text rendering holds the GIL and FreeType is never entered
concurrently. Re-check if Pillow changes that.
4. **Plugin thread-safety.** `display()` moves to the prefetch thread. The
plugin lock makes it exclusive with `update()`, which is more protection
than it has today. Threads a plugin starts itself are not covered, as today.
5. **The GIL.** Moving 40–600 ms of plugin rendering off the render thread
removes the pauses, but the work still needs the GIL. Pillow drawing holds
it, and a waiting thread only gets it back after the switch interval
(default 5 ms). Expect some single-refresh late frames while a prefetch
runs. Measure with the soak. Lowering `sys.setswitchinterval` during Vegas
(e.g. 1 ms) is a one-line experiment, and a render process separate from
plugin work is the structural answer (the "native presenter" step).
## What this does not fix
- **The blit.** Copying a 512×64 frame into the matrix (`SetImage`) is ~6 ms at
8 PWM bits on a Pi 4, leaving ~4 ms of slack per refresh. That is the main
source of the single-refresh late frames. Holding frames for two refreshes
(≈50 px/s) doubles the budget. Cutting the blit itself is the native-presenter
step.
- **Live refreshes pushed from `update()`.** Some sports plugins call
`display()` and `update_display()` from inside `update()`, which runs on the
update worker and can push to the panel mid-Vegas. That is a separate
hazard. `offscreen()` gives a tool for it (run the update worker offscreen
while Vegas owns the panel), but it is out of scope here.
## Test plan
- **Unit, `DisplayManager`:** one thread inside `offscreen()` draws while
another reads `image`/`draw`/`matrix`/`width`/`height` and sees the real
canvas. Also: `update_display()` and `set_scrolling_state()` are inert inside;
`render_size()` narrows only the calling thread; nesting and exceptions
restore state.
- **Unit, adapter:** a stub display-capture plugin and a stub scroll-helper
plugin both return content with `offscreen_only=True`, and nothing is queued
for the render thread. The plugin lock is taken, and a timeout keeps the cached
segment.
- **Emulator integration:** a stub canvas-bound plugin whose `display()` sleeps
300 ms. The Vegas render loop never goes a frame without presenting (frame
timing recorder: zero freezes).
- **Unit, `SegmentStrip`:** the viewport assembled across segment boundaries
matches slicing one concatenated image, pixel for pixel. Append, trim,
replace-ahead and same-geometry patch each leave every other column
unchanged. A geometry-changing patch of a visible segment is refused.
- **Freshness:** a stub sports plugin whose score changes every second. The
score on screen is never older than `lead / speed` plus the plugin's fetch
interval. A visible card's digits change without the frame-timing recorder
seeing a late frame. An unchanged redraw is discarded.
- **Hardware:** an hdpi soak, A/B against the #628 build, alternating order.
Targets: no freezes, an empty 6+ bucket, the 3–5 bucket near zero, and the late
rate below 0.66%. Plus, for freshness: log each segment's age when it enters
the viewport, and compare the median and max before and after.
## Rollout
Three changes, each soaked on hdpi before the next:
1. **Offscreen rendering:** `offscreen()`, the adapter on the prefetch thread,
and the plugin lock. Removes the render-thread pauses.
2. **`SegmentStrip`:** Vegas's strip becomes a list of segments. Removes the
whole-strip copy on append. No visible behaviour change.
3. **Fresh content:** refresh at the gate, replace ahead, patch on screen,
with change detection and the rate limit.
`display.vegas_scroll.offscreen_prefetch` (default `true`) restores today's
deferred path when `false`, and `display.vegas_scroll.live_refresh` (default
`true`) turns off step 3. Keep both for one release, then delete the old paths.
## Open questions
1. Keep the kill switch, or ship without one?
2. Plugin lock timeout: skip the plugin and keep its cached segment (proposed),
or wait longer?
3. `refresh_min_interval`: 10 s proposed. It only limits chatty plugins;
live sports are redrawn once per 30 s poll regardless.
4. Multi-display sync: is there a two-Pi rig to test on? Operation replay is
proposed as part of the segment strip (step 2), with fresh content
disabled under sync until it has been verified on real hardware.
+4 -1
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@@ -207,7 +207,10 @@ Fixed by rebuilding the binding: `scripts/build_rgbmatrix_nogil.sh`.
### 3. Sub-pixel blending was wrong for this display
Enabling it made things worse, not better — see the rule at the top. It is off
by default and only Vegas mode opts in via `set_sub_pixel_scrolling(True)`.
by default everywhere. Vegas mode used to opt in; it now scrolls in whole
pixels locked to the refresh like the plugin tickers, and keeps the blend only
behind `display.vegas_scroll.sub_pixel_blend` (default `false`). The blend is
also why text looked anti-aliased in the web preview while the panel shimmered.
### 4. Frame-based stepping raced the vsync clock
+261 -78
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@@ -133,6 +133,84 @@ class _LogicalMatrix:
setattr(object.__getattribute__(self, "_matrix"), name, value)
class _OffscreenMatrix(_LogicalMatrix):
"""``display_manager.matrix`` as a thread drawing off-screen sees it.
Reports the surface's size, so plugins that lay out from ``matrix.width``
follow it, and swallows every write that would reach the hardware. Nothing
drawn off-screen may touch the panel the render loop is driving. Method
names mirror the rgbmatrix API they stand in for.
"""
# pylint: disable=invalid-name
__slots__ = ()
def SetImage(self, *_args: Any, **_kwargs: Any) -> None:
"""Inert: off-screen drawing never reaches the panel."""
def SetPixel(self, *_args: Any, **_kwargs: Any) -> None:
"""Inert: off-screen drawing never reaches the panel."""
def Clear(self) -> None:
"""Inert: off-screen drawing never reaches the panel."""
def Fill(self, *_args: Any, **_kwargs: Any) -> None:
"""Inert: off-screen drawing never reaches the panel."""
def SwapOnVSync(self, canvas: Any, *_args: Any, **_kwargs: Any) -> Any:
"""Inert: hands the canvas straight back without waiting on the panel."""
return canvas
def __setattr__(self, name: str, value: Any) -> None:
"""Inert: brightness and other writes stay off the real matrix."""
class _OffscreenSurface:
"""One thread's private canvas while it renders off-screen.
See :meth:`DisplayManager.offscreen`.
"""
__slots__ = ("draw", "image", "matrix")
def __init__(self, width: int, height: int, real_matrix: Any) -> None:
self.image = Image.new('RGB', (width, height))
self.draw = ImageDraw.Draw(self.image)
# 1-bit text: the panel has no partial brightness, so AA only smears glyphs.
self.draw.fontmode = "1"
self.matrix = (_OffscreenMatrix(real_matrix, width, height)
if real_matrix is not None else None)
def _per_thread_canvas_attr(name: str) -> property:
"""A DisplayManager attribute that resolves per thread.
A thread inside :meth:`DisplayManager.offscreen` reads and writes its own
surface's ``name``; every other thread reads and writes the shared value,
exactly as when this was a plain attribute. Existing ``self.image = ...``
assignments therefore keep working and become thread-correct as they are.
"""
shared = "_shared_" + name
def fget(self: "DisplayManager") -> Any:
surface = self._current_surface() # pylint: disable=protected-access
if surface is not None:
return getattr(surface, name)
try:
return self.__dict__[shared]
except KeyError:
raise AttributeError(name) from None
def fset(self: "DisplayManager", value: Any) -> None:
surface = self._current_surface() # pylint: disable=protected-access
if surface is not None:
setattr(surface, name, value)
else:
self.__dict__[shared] = value
return property(fget, fset, doc=f"The plugin-facing ``{name}``, per thread.")
# Moved to src/display_geometry.py so the web preview, Starlark magnify and
# sync handshake compute the display size exactly as DisplayManager does
# without importing rgbmatrix. Aliased here for existing callers.
@@ -166,6 +244,11 @@ class DisplayManager:
cls._instance = super(DisplayManager, cls).__new__(cls)
return cls._instance
# The plugin-facing canvas. Per thread: see offscreen().
image = _per_thread_canvas_attr("image")
draw = _per_thread_canvas_attr("draw")
matrix = _per_thread_canvas_attr("matrix")
def __init__(self, config: Dict[str, Any] = None, force_fallback: bool = False, suppress_test_pattern: bool = False):
start_time = time.time()
self.config = config or {}
@@ -179,6 +262,9 @@ class DisplayManager:
# suppress the render loop's own frame pushes for the duration, freezing
# the panel exactly when the point was to avoid a freeze.
self._capture_state = threading.local()
# Per-thread off-screen surface. While a thread is inside offscreen(),
# image, draw and matrix resolve to its own canvas; see offscreen().
self._surface_state = threading.local()
# Double-sided mode state (resolved in _setup_matrix). When disabled,
# the logical image is blitted to the matrix unchanged.
self._double_sided = None # dict {copies, axis, logical_width, logical_height} or None
@@ -203,6 +289,10 @@ class DisplayManager:
self._last_snapshot_touch_ts = 0.0
self._last_snapshot_digest: Optional[int] = None
self._snapshot_dir_prepared = False
# Background writer used mid-scroll; see _write_snapshot_if_due.
self._snapshot_cond = threading.Condition()
self._snapshot_pending: Optional[Image.Image] = None
self._snapshot_thread: Optional[threading.Thread] = None
self._viewer_check_ts = 0.0
self._viewer_fresh = False
self._viewer_was_fresh = False
@@ -660,11 +750,67 @@ class DisplayManager:
Entering this context prevents those writes without affecting the PIL
image buffer, which the adapter reads to extract content.
"""
# Restore rather than clear: capture_mode() inside offscreen() must not
# switch suppression off for the rest of the off-screen block.
was_active = self._capture_mode_active
self._capture_mode_active = True
try:
yield
finally:
self._capture_mode_active = False
self._capture_mode_active = was_active
def _current_surface(self) -> Optional[_OffscreenSurface]:
"""The calling thread's off-screen surface, or None."""
state = self.__dict__.get('_surface_state')
return getattr(state, 'surface', None) if state is not None else None
def _writes_suppressed(self) -> bool:
"""True when the calling thread must not touch the panel or its pacing."""
return self._capture_mode_active or self._current_surface() is not None
@contextmanager
def offscreen(self, width: Optional[int] = None, height: Optional[int] = None):
"""Give the calling thread its own canvas to draw on.
Inside the block, for the calling thread only, ``image``, ``draw`` and
``matrix`` (and so ``width``/``height``) are a fresh black canvas of the
requested size, and nothing reaches the hardware: ``update_display()``
and the hardware half of ``clear()`` are skipped, and
``set_scrolling_state()``/``set_frame_hold()`` cannot re-pace the live
scroll. Every other thread, the render loop above all, keeps seeing the
real canvas.
That is what lets Vegas mode render a plugin on its background prefetch
thread. The shared canvas used to be the only one, so any plugin that
drew on it (display capture, scroll-content generation, narrowed
rendering) had to be fetched on the render thread, stalling the scroll
for 40-600ms each. See docs/OFFSCREEN_RENDERING.md.
Blocks nest; each restores the one outside it, also on an exception.
Args:
width: Width of the surface, clamped to the size this thread sees
now. Defaults to that size.
height: Height, likewise.
Yields:
The surface. ``surface.image`` is what the plugin drew.
"""
state = self.__dict__.get('_surface_state')
if state is None:
state = self._surface_state = threading.local()
current_w, current_h = self.width, self.height
target_w = max(1, min(int(width), current_w)) if width else current_w
target_h = max(1, min(int(height), current_h)) if height else current_h
surface = _OffscreenSurface(target_w, target_h, self.matrix)
previous = getattr(state, 'surface', None)
state.surface = surface
try:
yield surface
finally:
state.surface = previous
@contextmanager
def render_size(self, width: int, height: Optional[int] = None):
@@ -684,18 +830,14 @@ class DisplayManager:
indirection that double-sided mode relies on, so plugins see a
consistent size from every accessor.
Only meaningful inside :meth:`capture_mode` — this swaps the shared
image buffer, so the render loop must not be writing to it concurrently.
Built on :meth:`offscreen`, so the narrower canvas belongs to the
calling thread alone; the render loop keeps drawing on the real one.
Args:
width: Logical width to report, clamped to at least 1 and to the
real panel width (a larger canvas would overflow the hardware).
height: Logical height, defaulting to the current height.
"""
real_matrix = self.matrix
prev_image = getattr(self, 'image', None)
prev_draw = getattr(self, 'draw', None)
current_w = self.width
current_h = self.height
target_w = max(1, min(int(width), current_w))
@@ -706,21 +848,8 @@ class DisplayManager:
yield
return
try:
if real_matrix is not None:
self.matrix = _LogicalMatrix(real_matrix, target_w, target_h)
# With no hardware, the width/height properties fall through to
# self.image, so swapping the buffer below is enough on its own.
self.image = Image.new('RGB', (target_w, target_h))
self.draw = ImageDraw.Draw(self.image)
self.draw.fontmode = "1" # 1-bit text: the panel has no partial brightness, so AA only smears glyphs.
with self.offscreen(target_w, target_h):
yield
finally:
self.matrix = real_matrix
if prev_image is not None:
self.image = prev_image
if prev_draw is not None:
self.draw = prev_draw
def _composite_double_sided(self):
"""Tile the logical screen across the full physical chain.
@@ -765,6 +894,12 @@ class DisplayManager:
need to know about it.
"""
try:
if self._writes_suppressed():
# This thread is drawing off-screen. Checked before the lock,
# so it never contends with the render loop's swap, and before
# the fallback branch, so captured content never reaches the
# web preview either.
return
with self._update_lock:
if self.matrix is None:
# Fallback mode - no actual hardware to update
@@ -773,9 +908,6 @@ class DisplayManager:
self._write_snapshot_if_due()
return
if self._capture_mode_active:
return # Skip hardware write — content is being captured off-screen
digest = None
frame_checksum = None
if self._dirty_tracking_enabled:
@@ -856,7 +988,7 @@ class DisplayManager:
self.draw = ImageDraw.Draw(self.image)
self.draw.fontmode = "1" # 1-bit text: the panel has no partial brightness, so AA only smears glyphs.
if not self._capture_mode_active:
if not self._writes_suppressed():
# Clear both canvases and the underlying matrix to ensure no artifacts.
# Failures are non-fatal — the image buffer is already black above, so
# the next update_display() call will push clean content regardless.
@@ -1458,6 +1590,8 @@ class DisplayManager:
Reset to 1 whenever scrolling stops, so one plugin's pacing cannot
leak into the next thing on screen.
"""
if self._writes_suppressed():
return # a plugin drawing off-screen cannot re-pace the live scroll
try:
value = int(refreshes)
except (TypeError, ValueError):
@@ -1486,6 +1620,10 @@ class DisplayManager:
the lifetime exactly the scroll, and the default of 1 means any caller
that does not care gets a new frame every refresh.
"""
if self._writes_suppressed():
# A plugin captured for Vegas calls this from its own display();
# it must not change the live scroll's state or frame hold.
return
current_time = time.time()
self._scrolling_state['is_scrolling'] = is_scrolling
if is_scrolling:
@@ -1669,60 +1807,105 @@ class DisplayManager:
self._last_snapshot_touch_ts = now
return
# WRITE: ensure directory permissions once, not per frame
snapshot_path_obj = Path(self._snapshot_path)
if not self._snapshot_dir_prepared:
# Never modify /tmp permissions - it has special system
# permissions (1777) that must not be changed or it breaks
# apt and other system tools
parent_dir = snapshot_path_obj.parent
if parent_dir and str(parent_dir) != '/tmp': # nosec B108 - guard to skip /tmp for permission ops
ensure_directory_permissions(parent_dir, get_assets_dir_mode())
self._snapshot_dir_prepared = True
# Write atomically: temp then replace. The temp name must be
# unique, not "<snapshot>.tmp": /tmp is world-writable and sticky,
# and this file is written by whichever user the display service
# runs as while tests and tooling run as someone else. A leftover
# fixed-name temp owned by another user is then unopenable even by
# root (fs.protected_regular refuses O_CREAT on a foreign file in a
# sticky dir), which froze the preview and the health check's
# liveness proxy until somebody deleted it by hand. Same pattern as
# the hardware-status write above.
_fd, tmp_path = tempfile.mkstemp(
dir=str(snapshot_path_obj.parent),
prefix=f".{snapshot_path_obj.name}.", suffix=".tmp")
try:
with os.fdopen(_fd, "wb") as _f:
self.image.save(_f, format='PNG')
os.chmod(tmp_path, 0o644)
os.replace(tmp_path, self._snapshot_path)
except Exception:
# Never leave the temp behind -- that is what made the failure
# permanent rather than transient.
try:
os.unlink(tmp_path)
except OSError:
pass
# Fallback to direct save if replace not supported
self.image.save(self._snapshot_path, format='PNG')
# Set proper file permissions after saving
try:
ensure_file_permissions(snapshot_path_obj, get_assets_file_mode())
except Exception:
pass
# WRITE. Mid-scroll the PNG encode goes to a background thread: at
# 512x64 it takes 12-14ms on a Pi 4, longer than a 95Hz refresh,
# so on the render thread every preview write made the next swap
# miss its vsync -- five visible hitches a second, but only while
# someone had the web preview open. Pillow releases the GIL while
# it compresses, so the encode no longer holds the loop up. Static
# frames still write inline: nothing is moving to disturb.
if self.is_currently_scrolling():
self._queue_snapshot(self.image.copy())
else:
self._save_snapshot(self.image)
self._last_snapshot_ts = now
self._last_snapshot_touch_ts = now
self._last_snapshot_digest = digest
except Exception as e:
# Snapshot failures must never break display — but they must not
# be silent either: the snapshot's mtime is the web UI's display
# mirror AND its hardware-liveness proxy, so a quietly failing
# write freezes the mirror and makes health checks lie (seen in
# the field: a stale root-owned /tmp file froze it for a day).
# Warn at most once per 5 minutes to avoid log spam.
if (now - self._snapshot_fail_log_ts) > 300:
self._snapshot_fail_log_ts = now
logger.warning("Snapshot write failing (web preview/health "
"mirror is stale): %s", e)
else:
logger.debug(f"Snapshot write skipped: {e}")
self._log_snapshot_failure(e)
def _log_snapshot_failure(self, error: Exception) -> None:
# Snapshot failures must never break display — but they must not
# be silent either: the snapshot's mtime is the web UI's display
# mirror AND its hardware-liveness proxy, so a quietly failing
# write freezes the mirror and makes health checks lie (seen in
# the field: a stale root-owned /tmp file froze it for a day).
# Warn at most once per 5 minutes to avoid log spam.
now = time.time()
if (now - self._snapshot_fail_log_ts) > 300:
self._snapshot_fail_log_ts = now
logger.warning("Snapshot write failing (web preview/health "
"mirror is stale): %s", error)
else:
logger.debug(f"Snapshot write skipped: {error}")
def _save_snapshot(self, image: Image.Image) -> None:
"""Encode ``image`` to the snapshot path atomically. Raises on failure."""
# Ensure directory permissions once, not per frame
snapshot_path_obj = Path(self._snapshot_path)
if not self._snapshot_dir_prepared:
# Never modify /tmp permissions - it has special system
# permissions (1777) that must not be changed or it breaks
# apt and other system tools
parent_dir = snapshot_path_obj.parent
if parent_dir and str(parent_dir) != '/tmp': # nosec B108 - guard to skip /tmp for permission ops
ensure_directory_permissions(parent_dir, get_assets_dir_mode())
self._snapshot_dir_prepared = True
# Write atomically: temp then replace. The temp name must be
# unique, not "<snapshot>.tmp": /tmp is world-writable and sticky,
# and this file is written by whichever user the display service
# runs as while tests and tooling run as someone else. A leftover
# fixed-name temp owned by another user is then unopenable even by
# root (fs.protected_regular refuses O_CREAT on a foreign file in a
# sticky dir), which froze the preview and the health check's
# liveness proxy until somebody deleted it by hand. Same pattern as
# the hardware-status write above.
_fd, tmp_path = tempfile.mkstemp(
dir=str(snapshot_path_obj.parent),
prefix=f".{snapshot_path_obj.name}.", suffix=".tmp")
try:
with os.fdopen(_fd, "wb") as _f:
image.save(_f, format='PNG')
os.chmod(tmp_path, 0o644)
os.replace(tmp_path, self._snapshot_path)
except Exception:
# Never leave the temp behind -- that is what made the failure
# permanent rather than transient.
try:
os.unlink(tmp_path)
except OSError:
pass
# Fallback to direct save if replace not supported
image.save(self._snapshot_path, format='PNG')
# Set proper file permissions after saving
try:
ensure_file_permissions(snapshot_path_obj, get_assets_file_mode())
except Exception:
pass
def _queue_snapshot(self, image: Image.Image) -> None:
"""Hand a frame to the snapshot writer thread; the newest frame wins.
One slot, not a queue: if the writer is still encoding when the next
frame is due, the waiting frame is simply replaced. The preview wants
the latest frame, and a backlog would only cost memory and CPU.
"""
with self._snapshot_cond:
self._snapshot_pending = image
if self._snapshot_thread is None or not self._snapshot_thread.is_alive():
self._snapshot_thread = threading.Thread(
target=self._snapshot_writer, daemon=True,
name="snapshot-writer")
self._snapshot_thread.start()
self._snapshot_cond.notify()
def _snapshot_writer(self) -> None:
while True:
with self._snapshot_cond:
while self._snapshot_pending is None:
self._snapshot_cond.wait()
image, self._snapshot_pending = self._snapshot_pending, None
try:
self._save_snapshot(image)
except Exception as e:
self._log_snapshot_failure(e)
@@ -18,7 +18,7 @@ _draw_bdf_text, get_font_height, get_text_width, draw_text,
draw_text_with_icons, draw_weather_icon (and the _draw_sun/_draw_cloud/
_draw_rain/_draw_snow/_draw_storm family), format_date_with_ordinal,
capture_mode, set_scrolling_state, is_currently_scrolling,
process_deferred_updates, update_display, render_size. A behavior
process_deferred_updates, update_display, render_size, offscreen. A behavior
change to any of those in DisplayManager must be mirrored here, or
plugin visual tests will pass against stale behavior.
"""
@@ -237,11 +237,39 @@ class VisualTestDisplayManager:
wraps every off-screen content fetch in this context, so the harness
must provide it for that code path to be exercisable in tests.
"""
was_active = self._capture_mode_active
self._capture_mode_active = True
try:
yield
finally:
self._capture_mode_active = False
self._capture_mode_active = was_active
@contextmanager
def offscreen(self, width: Optional[int] = None, height: Optional[int] = None):
"""
Interface parity with DisplayManager.offscreen().
Vegas mode's PluginAdapter draws every plugin on a canvas of its own.
The real display manager keeps that canvas per thread; the harness is
single-threaded, so it swaps a fresh canvas in and restores the old one,
which is all a test can observe.
"""
prev = (self.image, self.draw, self._width, self._height,
self.matrix, self._capture_mode_active)
target_w = max(1, min(int(width), self._width)) if width else self._width
target_h = max(1, min(int(height), self._height)) if height else self._height
try:
self._width, self._height = target_w, target_h
self.matrix = _MatrixProxy(target_w, target_h)
self.image = Image.new('RGB', (target_w, target_h), (0, 0, 0))
self.draw = ImageDraw.Draw(self.image)
# Match production: 1-bit text, so goldens show what the panel shows.
self.draw.fontmode = "1"
self._capture_mode_active = True
yield self
finally:
(self.image, self.draw, self._width, self._height,
self.matrix, self._capture_mode_active) = prev
def draw_text(self, text: str, x: Optional[int] = None, y: Optional[int] = None,
color: Tuple[int, int, int] = (255, 255, 255), small_font: bool = False,
+26 -5
View File
@@ -58,13 +58,30 @@ class VegasModeConfig:
# switched off at the start of every cycle.
lead_in_width: int = 0
# Blend between neighbouring pixel positions so motion happens at the frame
# rate rather than the scroll speed. With integer positioning the number of
# distinct frames per second equals scroll_speed, so at 50px/s the motion is
# 50 discrete 1px steps however fast the loop runs. The trade is a slight
# horizontal softening of text, since each frame is a blend of two positions.
# Lock motion to the panel: a whole number of pixels per presented frame,
# each frame held for a whole number of refreshes, with SwapOnVSync as the
# clock (see src/common/scroll_config.py). scroll_speed is snapped to the
# nearest speed the panel can show that way. Off falls back to advancing by
# elapsed time, which drifts against the refresh and judders.
smooth_scroll: bool = True
# The older way of smoothing: advance by elapsed time and blend the two
# neighbouring pixel positions each frame. It looks anti-aliased in the web
# preview, but on the panel the blended columns shimmer (the library's
# brightness curve makes a 50% blend far dimmer than half), text softens,
# and the loop is not tied to the refresh, so it still misses frames.
# Measured on a 512x64 chain at 95Hz: 73-89fps, p99 20-28ms. Takes
# precedence over smooth_scroll's whole-pixel pacing when on.
sub_pixel_blend: bool = False
# Render every plugin's ticker content on the background prefetch thread,
# each on a canvas of its own (DisplayManager.offscreen), instead of
# handing plugins that draw on the display canvas to the render thread one
# at a time. Each of those cost the scroll a 40-600ms pause. False restores
# that path; it is kept for one release in case a plugin misbehaves when
# drawn off the render thread. See docs/OFFSCREEN_RENDERING.md.
offscreen_prefetch: bool = True
# Keep one continuous strip, extending it with the next group of plugins as
# the scroll approaches the end, instead of composing a fresh strip and
# swapping it in. A swap stops the motion, substitutes every pixel at once
@@ -192,7 +209,9 @@ class VegasModeConfig:
vegas_config.get('min_content_separation', 24)),
min_cut_gap=int(vegas_config.get('min_cut_gap', 6)),
smooth_scroll=vegas_config.get('smooth_scroll', True),
sub_pixel_blend=bool(vegas_config.get('sub_pixel_blend', False)),
continuous_scroll=vegas_config.get('continuous_scroll', True),
offscreen_prefetch=bool(vegas_config.get('offscreen_prefetch', True)),
extend_threshold_screens=float(
vegas_config.get('extend_threshold_screens', 2.0)),
auto_trim=vegas_config.get('auto_trim', True),
@@ -232,7 +251,9 @@ class VegasModeConfig:
'min_content_separation': self.min_content_separation,
'min_cut_gap': self.min_cut_gap,
'smooth_scroll': self.smooth_scroll,
'sub_pixel_blend': self.sub_pixel_blend,
'continuous_scroll': self.continuous_scroll,
'offscreen_prefetch': self.offscreen_prefetch,
'extend_threshold_screens': self.extend_threshold_screens,
'auto_trim': self.auto_trim,
'trim_threshold': self.trim_threshold,
+9 -6
View File
@@ -101,7 +101,8 @@ class VegasModeCoordinator:
self.plugin_manager = plugin_manager
# Initialize components
self.plugin_adapter = PluginAdapter(display_manager, self.vegas_config)
self.plugin_adapter = PluginAdapter(
display_manager, self.vegas_config, plugin_manager=plugin_manager)
self.stream_manager = StreamManager(
self.vegas_config,
plugin_manager,
@@ -420,7 +421,6 @@ class VegasModeCoordinator:
# Update static mode plugin list on iteration start
self._update_static_mode_plugins()
frame_interval = self.vegas_config.get_frame_interval()
if self.vegas_config.continuous_scroll:
# The strip is continuously extended and trimmed, so its width says
# nothing about how long to run. This is only how often control
@@ -488,7 +488,10 @@ class VegasModeCoordinator:
# quarter of the budget spent not rendering. Subtracting the work
# already done keeps the pacing target while reclaiming that time,
# and yields the GIL either way so other threads still run.
# Read every frame: a config change applied mid-iteration can
# switch between crisp and blended pacing.
frame_elapsed = time.monotonic() - frame_started
frame_interval = self.render_pipeline.frame_interval
time.sleep(max(0.0, frame_interval - frame_elapsed))
# Measured before the sleep: time spent working, not pacing.
@@ -518,20 +521,20 @@ class VegasModeCoordinator:
if current_time - last_fps_log_time >= fps_log_interval:
fps = fps_frame_count / (current_time - last_fps_log_time)
p99 = _percentile(sorted(frame_times), 0.99)
target = self.vegas_config.target_fps
target = self.render_pipeline.target_fps
degraded = target > 0 and fps < target * _FPS_HEALTHY_FRACTION
due = (current_time - self._fps_last_health_log
>= _FPS_HEARTBEAT_INTERVAL)
if degraded or self._fps_was_degraded or due:
logger.info(
"Vegas FPS: %.1f (target: %d, frames: %d) p99 %.1fms worst %.1fms",
"Vegas FPS: %.1f (target: %.0f, frames: %d) p99 %.1fms worst %.1fms",
fps, target, fps_frame_count,
p99 * 1000.0, frame_worst * 1000.0
)
self._fps_last_health_log = current_time
else:
logger.debug(
"Vegas FPS: %.1f (target: %d, frames: %d) p99 %.1fms worst %.1fms",
"Vegas FPS: %.1f (target: %.0f, frames: %d) p99 %.1fms worst %.1fms",
fps, target, fps_frame_count,
p99 * 1000.0, frame_worst * 1000.0
)
@@ -559,7 +562,7 @@ class VegasModeCoordinator:
# main loop's _tick_plugin_updates() finds all intervals already
# satisfied on return, so the inter-iteration gap is <1 ms and the
# display never shows a frozen frame between iterations.
_UPDATE_TICK_FRAMES = max(1, int(self.vegas_config.target_fps * 4)) # every 4 s regardless of FPS
_UPDATE_TICK_FRAMES = max(1, int(self.render_pipeline.target_fps * 4)) # every 4 s regardless of FPS
if (self._update_callback and
frame_count % _UPDATE_TICK_FRAMES == 0 and
not self._update_tick_running):
+114 -57
View File
@@ -8,7 +8,7 @@ implement get_vegas_content() and fallback capture of display() output.
import logging
import threading
import time
from contextlib import nullcontext
from contextlib import contextmanager, nullcontext
from typing import Optional, List, Any, Tuple, Union, TYPE_CHECKING
from PIL import Image
@@ -33,7 +33,13 @@ class PluginAdapter:
2. Fallback: Capture display_manager.image after calling plugin.display()
"""
def __init__(self, display_manager: Any, config: Optional[Any] = None):
#: How long a background fetch waits for a plugin's update() to finish
#: before skipping the plugin this round. Off the render thread waiting
#: costs nothing visible; it only delays that one plugin's content.
PLUGIN_LOCK_TIMEOUT = 2.0
def __init__(self, display_manager: Any, config: Optional[Any] = None,
plugin_manager: Optional[Any] = None):
"""
Initialize the plugin adapter.
@@ -42,8 +48,13 @@ class PluginAdapter:
config: VegasModeConfig controlling trim behaviour. When omitted,
trimming runs with the dataclass defaults, so existing callers
and tests keep working unchanged.
plugin_manager: Source of the per-plugin lock that keeps a
background fetch from running a plugin's display() while its
update() is mid-flight. Optional: without it, fetches take no
lock, as they always did.
"""
self.display_manager = display_manager
self.plugin_manager = plugin_manager
if config is None:
from src.vegas_mode.config import VegasModeConfig
config = VegasModeConfig()
@@ -98,13 +109,14 @@ class PluginAdapter:
Args:
plugin: Plugin instance to get content from
plugin_id: Plugin identifier for logging
offscreen_only: Skip every path that touches the shared display
canvas, for callers running off the render thread. The canvas
and the matrix proxy are process-wide mutable state, so
narrowing or capturing through them from another thread would
corrupt the frame the render loop is pushing. Returns None when
the plugin can only be served that way, leaving the caller to
fetch it on the render thread.
offscreen_only: The caller is off the render thread. Every content
path draws on a canvas of its own (DisplayManager.offscreen),
so all of them are safe there; the fetch also takes the
plugin's lock, waiting up to PLUGIN_LOCK_TIMEOUT for a running
update() to finish. With ``offscreen_prefetch`` switched off,
the old behaviour applies instead: paths that need a canvas
return None, leaving the caller to fetch the plugin on the
render thread.
Returns:
List of PIL Images representing plugin content, or None if no content
@@ -124,11 +136,77 @@ class PluginAdapter:
)
return cached
# The old contract, kept behind the switch: background callers may
# not draw, so anything needing a canvas is left for the render thread.
restricted = offscreen_only and not getattr(
self.config, 'offscreen_prefetch', True)
if not offscreen_only or restricted:
return self._fetch_content(plugin, plugin_id, restricted)
with self._plugin_lock(plugin_id) as acquired:
if not acquired:
logger.warning(
"[%s] update() still running after %.0fs; skipping it this "
"round", plugin_id, self.PLUGIN_LOCK_TIMEOUT
)
return None
return self._fetch_content(plugin, plugin_id, restricted=False)
@contextmanager
def _plugin_lock(self, plugin_id: str):
"""Hold the plugin's update/display lock, waiting a bounded time.
Yields whether it was acquired. Yields True, holding nothing, when
there is no plugin manager to ask -- the behaviour before the lock was
taken here at all.
"""
if not hasattr(self.plugin_manager, 'get_plugin_lock'):
yield True
return
lock = self.plugin_manager.get_plugin_lock(plugin_id)
acquired = lock.acquire(timeout=self.PLUGIN_LOCK_TIMEOUT)
try:
yield acquired
finally:
if acquired:
lock.release()
@contextmanager
def _isolated_canvas(self, width: Optional[int] = None):
"""A canvas for the plugin to draw on that nothing else sees.
DisplayManager.offscreen() gives the calling thread its own canvas, so
this is safe on any thread and leaves the shared canvas untouched.
Older display managers and test doubles without it get the previous
behaviour: capture on the shared canvas, narrowed with render_size,
then restore it -- which is only safe on the render thread.
"""
offscreen = getattr(self.display_manager, 'offscreen', None)
if offscreen is not None:
with offscreen(width):
yield
return
original_image = self.display_manager.image.copy()
try:
with self._capture(), self._render_at(width or self.display_width):
yield
finally:
self.display_manager.image = original_image
def _fetch_content(
self, plugin: 'BasePlugin', plugin_id: str, restricted: bool
) -> Optional[List[Image.Image]]:
"""Every content path in order: native, scroll helper, display capture.
``restricted`` is the pre-offscreen contract for background callers:
skip every path that needs a canvas and return None instead.
"""
# Try native Vegas content method first
has_native = hasattr(plugin, 'get_vegas_content')
logger.debug("[%s] Has get_vegas_content: %s", plugin_id, has_native)
if has_native:
content = self._get_native_content(plugin, plugin_id, offscreen_only)
content = self._get_native_content(plugin, plugin_id, restricted)
if content:
total_width = sum(img.width for img in content)
logger.debug(
@@ -141,7 +219,7 @@ class PluginAdapter:
# Try to get scroll_helper's cached image (for scrolling plugins like stocks/odds)
has_scroll_helper = hasattr(plugin, 'scroll_helper')
logger.debug("[%s] Has scroll_helper: %s", plugin_id, has_scroll_helper)
content = self._get_scroll_helper_content(plugin, plugin_id, offscreen_only)
content = self._get_scroll_helper_content(plugin, plugin_id, restricted)
if content:
total_width = sum(img.width for img in content)
logger.debug(
@@ -152,8 +230,8 @@ class PluginAdapter:
if has_scroll_helper:
logger.debug("[%s] ScrollHelper content returned None", plugin_id)
if offscreen_only:
# Display capture needs the shared canvas; leave it to the caller.
if restricted:
# Display capture needs a canvas; leave it to the caller.
logger.debug(
"[%s] Needs display capture, deferring to the render thread",
plugin_id
@@ -685,7 +763,7 @@ class PluginAdapter:
return img.crop((start, 0, end, img.height))
def _get_native_content(
self, plugin: 'BasePlugin', plugin_id: str, offscreen_only: bool = False
self, plugin: 'BasePlugin', plugin_id: str, restricted: bool = False
) -> Optional[List[Image.Image]]:
"""
Get content via plugin's native get_vegas_content() method.
@@ -714,22 +792,21 @@ class PluginAdapter:
plugin._vegas_render_width = render_width
try:
# capture_mode unconditionally, even at full width. Building
# Vegas content is an off-screen operation, but a plugin is free
# to call update_display() while doing it — and outside
# capture_mode that write lands on the hardware, flashing the
# panel mid-scroll. The narrowing context is separate because it
# is a no-op at full width.
if offscreen_only:
# _render_at swaps the shared canvas, so it is unsafe here.
# _vegas_render_width is set regardless: a plugin reading
# get_vegas_render_width() still gets its narrow size, and
# one that only reads matrix.width renders full width and is
# trimmed instead.
# On a canvas of its own even at full width. Building Vegas
# content is an off-screen operation, but a plugin is free to
# call update_display() while doing it, and on the shared canvas
# that write would land on the hardware, flashing the panel
# mid-scroll.
if restricted:
# Restricted (offscreen_prefetch off): no canvas of our own,
# so no narrowing. _vegas_render_width is set regardless: a
# plugin reading get_vegas_render_width() still gets its
# narrow size, and one that only reads matrix.width renders
# full width and is trimmed instead.
with self._capture():
result = plugin.get_vegas_content()
else:
with self._capture(), self._render_at(render_width):
with self._isolated_canvas(render_width):
result = plugin.get_vegas_content()
finally:
plugin._vegas_render_width = None
@@ -810,7 +887,7 @@ class PluginAdapter:
return None
def _get_scroll_helper_content(
self, plugin: 'BasePlugin', plugin_id: str, offscreen_only: bool = False
self, plugin: 'BasePlugin', plugin_id: str, restricted: bool = False
) -> Optional[List[Image.Image]]:
"""
Get content from plugin's scroll_helper if available.
@@ -844,7 +921,7 @@ class PluginAdapter:
"[%s] scroll_helper.cached_image is None, triggering content generation",
plugin_id
)
if offscreen_only:
if restricted:
# Generating it calls display(), which needs the canvas.
logger.debug(
"[%s] scroll_helper cache empty; deferring generation "
@@ -994,12 +1071,8 @@ class PluginAdapter:
Returns:
The generated cached_image or None
"""
original_image = None
try:
# Save display state to restore after
original_image = self.display_manager.image.copy()
with self._capture():
with self._isolated_canvas():
# Method 1: Try _create_scrolling_display (stocks pattern)
if hasattr(plugin, '_create_scrolling_display'):
logger.debug(
@@ -1055,11 +1128,6 @@ class PluginAdapter:
logger.exception("[%s] Error triggering scroll content", plugin_id)
return None
finally:
# Restore original display state
if original_image is not None:
self.display_manager.image = original_image
def _capture_display_content(
self, plugin: 'BasePlugin', plugin_id: str
) -> Optional[List[Image.Image]]:
@@ -1073,12 +1141,7 @@ class PluginAdapter:
Returns:
List with single captured image, or None
"""
original_image = None
try:
# Save current display state
original_image = self.display_manager.image.copy()
logger.debug("[%s] Fallback: saved original display state", plugin_id)
# Ensure plugin has fresh data before capturing
has_update_data = hasattr(plugin, 'update_data')
logger.debug("[%s] Fallback: has update_data=%s", plugin_id, has_update_data)
@@ -1089,12 +1152,12 @@ class PluginAdapter:
except (AttributeError, RuntimeError, OSError):
logger.exception("[%s] Fallback: update_data() failed", plugin_id)
# Clear and call plugin display — use capture_mode to suppress hardware writes
# that plugins may trigger internally via update_display().
# Clear and call plugin display on a canvas of its own: nothing it
# draws, and no update_display() it calls, reaches the panel.
#
# render_size narrows the canvas the plugin lays out against, so a
# plugin that spreads across the whole panel produces a compact
# arrangement rather than one that has to be cropped afterwards.
# The canvas is render_width wide, so a plugin that spreads across
# the whole panel produces a compact arrangement rather than one
# that has to be cropped afterwards.
render_width = self.resolve_render_width(plugin, plugin_id)
if render_width != self.display_width:
logger.debug(
@@ -1102,7 +1165,7 @@ class PluginAdapter:
plugin_id, render_width, self.display_width
)
with self._capture(), self._render_at(render_width):
with self._isolated_canvas(render_width):
self.display_manager.clear()
logger.debug("[%s] Fallback: display cleared, calling display()", plugin_id)
@@ -1136,7 +1199,7 @@ class PluginAdapter:
plugin_id
)
# Try once more with force_clear=True
with self._capture(), self._render_at(render_width):
with self._isolated_canvas(render_width):
self.display_manager.clear()
plugin.display(force_clear=True)
captured = self.display_manager.image.copy()
@@ -1173,12 +1236,6 @@ class PluginAdapter:
)
return None
finally:
# Always restore original image to prevent display corruption
if original_image is not None:
self.display_manager.image = original_image
logger.debug("[%s] Fallback: restored original display state", plugin_id)
def _is_blank_image(
self, img: Image.Image, return_ratio: bool = False
) -> Union[bool, Tuple[bool, float]]:
+133 -6
View File
@@ -13,6 +13,7 @@ from collections import deque
from typing import Optional, List, Any, Dict, Deque, TYPE_CHECKING
from PIL import Image
from src.common.scroll_config import solve_crisp
from src.common.scroll_helper import ScrollHelper
from src.vegas_mode.config import VegasModeConfig
from src.vegas_mode.geometry import separation_gap
@@ -40,6 +41,13 @@ class RenderPipeline:
# stalls land in separate moments rather than one run of hitches.
DEFERRED_DRAIN_INTERVAL = 2.0
# Swaps timed before trusting a refresh measurement: about a second.
REFRESH_SAMPLES = 96
# Frames skipped first, while the hold from whatever ran before settles.
REFRESH_WARMUP_FRAMES = 8
# A panel measured within this fraction of its cap is keeping up with it.
REFRESH_TOLERANCE = 0.03
def __init__(
self,
config: VegasModeConfig,
@@ -79,6 +87,11 @@ class RenderPipeline:
logger
)
# The panel's real refresh rate, measured from our own vsync-blocked
# swaps once scrolling starts. None until then; see _measure_refresh.
self._measured_hz: Optional[float] = None
self._swap_times: Deque[float] = deque(maxlen=self.REFRESH_SAMPLES + 1)
# Configure scroll helper
self._configure_scroll_helper()
@@ -122,9 +135,35 @@ class RenderPipeline:
def _configure_scroll_helper(self) -> None:
"""Configure ScrollHelper with current settings."""
self.scroll_helper.set_frame_based_scrolling(self.config.frame_based_scrolling)
self.scroll_helper.set_scroll_delay(self.config.scroll_delay)
self.scroll_helper.set_sub_pixel_scrolling(self.config.smooth_scroll)
self.scroll_helper.set_sub_pixel_scrolling(self.config.sub_pixel_blend)
# With smooth_scroll the strip moves a whole number of pixels per
# presented frame, each frame held for frame_hold panel refreshes, and
# SwapOnVSync is the clock -- the same crisp pacing the plugin tickers
# use (src/common/scroll_config.py). The time-based path below has no
# fixed relation to the refresh: at 90px/s on a panel refreshing at
# 95Hz every frame lands 0.95px on, so text is re-blended at a
# different phase each refresh, and any frame that misses a vsync is
# followed by a double step. Measured on a 512x64 chain: 73fps against
# a 95Hz panel, p99 21-28ms -- a visible hitch every few frames.
self._crisp = None
self._frame_hold = 1
if self.config.smooth_scroll and not self.config.sub_pixel_blend:
self._crisp = solve_crisp(self.config.scroll_speed, self._refresh_hz())
self._frame_hold = self._crisp.frame_hold
self.scroll_helper.set_frame_based_scrolling(False)
self.scroll_helper.set_scroll_speed(self._crisp.pixels_per_second)
self.scroll_helper.set_pixels_per_frame(self._crisp.pixels_per_frame)
logger.info(
"Vegas scroll: %s (asked for %d px/s on a %.0fHz panel)",
self._crisp.describe(), self.config.scroll_speed, self._refresh_hz()
)
self._apply_dynamic_duration_settings()
return
self.scroll_helper.set_pixels_per_frame(None)
self.scroll_helper.set_frame_based_scrolling(self.config.frame_based_scrolling)
# Config scroll_speed is always pixels per second, but ScrollHelper
# takes it in different units depending on frame_based_scrolling:
@@ -139,6 +178,9 @@ class RenderPipeline:
self.scroll_helper.set_scroll_speed(pixels_per_frame)
else:
self.scroll_helper.set_scroll_speed(self.config.scroll_speed)
self._apply_dynamic_duration_settings()
def _apply_dynamic_duration_settings(self) -> None:
self.scroll_helper.set_dynamic_duration_settings(
enabled=self.config.dynamic_duration_enabled,
min_duration=self.config.min_cycle_duration,
@@ -146,6 +188,87 @@ class RenderPipeline:
buffer=0.1 # 10% buffer
)
def _cap_hz(self) -> float:
"""The panel's refresh cap, as the display manager reports it."""
try:
hz = float(getattr(self.display_manager, 'refresh_hz', 0) or 0)
except (TypeError, ValueError):
hz = 0.0
return hz if hz > 0 else 100.0
def _refresh_hz(self) -> float:
"""The refresh to solve the crisp speed against: measured, else the cap."""
return self._measured_hz or self._cap_hz()
def _measure_refresh(self) -> None:
"""Time our swaps to learn the rate the panel really refreshes at.
limit_refresh_rate_hz is a cap, not a rate. A long single chain cannot
reach a high one: 4x128x64 at pwm_bits 8 refreshes at ~95Hz under a
120Hz cap. Solving against the cap then picks a speed built for a
refresh the panel never delivers -- 90px/s at "120Hz" is 3px every 4
refreshes, visibly jumpy, where the real 95Hz allows 1px every refresh.
SwapOnVSync blocks for frame_hold refreshes, so the median gap between
swaps is frame_hold refresh periods. The median ignores the odd frame
that missed its vsync or waited on a recompose. Measured once: the
refresh only changes with the hardware config, which restarts us.
"""
if self._crisp is None or self._measured_hz is not None:
return
if getattr(self.display_manager, 'matrix', None) is None:
return # No hardware: nothing blocks, so there is nothing to time.
if self.stats['frames_rendered'] < self.REFRESH_WARMUP_FRAMES:
return
self._swap_times.append(time.monotonic())
if len(self._swap_times) <= self.REFRESH_SAMPLES:
return
times = list(self._swap_times)
gaps = sorted(b - a for a, b in zip(times, times[1:]))
median = gaps[len(gaps) // 2]
self._swap_times.clear()
if median <= 0:
return
measured = self._frame_hold / median
cap = self._cap_hz()
if measured >= cap * (1.0 - self.REFRESH_TOLERANCE):
self._measured_hz = cap
return
self._measured_hz = round(measured, 1)
logger.info(
"Vegas: panel refreshes at %.1fHz, below its %.0fHz cap; "
"re-solving the scroll speed for the real rate",
self._measured_hz, cap
)
self._configure_scroll_helper()
@property
def target_fps(self) -> float:
"""Frames per second this scroll presents when it keeps up."""
if self._crisp is not None:
return self._crisp.frames_per_second
return float(self.config.target_fps)
@property
def frame_interval(self) -> float:
"""Shortest time the render loop should spend on one frame.
With crisp pacing SwapOnVSync already blocks for frame_hold refreshes,
so this is only a floor for when the swap does not block (no hardware,
or the emulator). It must not exceed the real refresh period: a loop
that sleeps even slightly longer than the panel drifts against it and
misses a refresh every few frames -- which is what target_fps 90 on a
95Hz panel did. The configured cap is at least the real refresh, so
hold / cap never exceeds hold real periods -- the measured rate is
deliberately not used here.
"""
if self._crisp is not None:
# 0.9: the floor must sit strictly below the real period, or the
# surplus accumulates frame over frame until one misses.
return 0.9 * self._frame_hold / self._cap_hz()
return self._frame_interval
def compose_scroll_content(self) -> bool:
"""
Compose content from stream manager into scrollable image.
@@ -397,9 +520,12 @@ class RenderPipeline:
grouped = [(pid, imgs) for pid, imgs in grouped if imgs]
if not grouped:
# Everything in this group is queued; the queue will extend the
# strip as it drains, so this is not a failure.
logger.info("Whole group deferred; strip will extend as it drains")
if deferred:
# Everything in this group is queued; the queue will extend
# the strip as it drains, so this is not a failure.
logger.info("Whole group deferred; strip will extend as it drains")
else:
logger.info("Nothing to show in this group; fetching the next")
self.start_prefetch()
return bool(deferred)
@@ -570,10 +696,11 @@ class RenderPipeline:
self.sync_manager.send_scroll_x(self.scroll_helper.scroll_position)
# Update scrolling state
self.display_manager.set_scrolling_state(True)
self.display_manager.set_scrolling_state(True, self._frame_hold)
# Track statistics
self.stats['frames_rendered'] += 1
self._measure_refresh()
frame_time = time.time() - frame_start
self._track_frame_time(frame_time)
+11 -1
View File
@@ -763,6 +763,10 @@ class StreamManager:
Ordered list of (plugin_id, images). ``images`` is None when the
plugin could not be served under ``offscreen_only``, so the caller
can fetch just those on the render thread while keeping the order.
That only happens with ``offscreen_prefetch`` switched off: every
content path now draws on a canvas of its own, so a background
fetch that comes back empty had nothing to show, and ``images``
is an empty list rather than a request for the render thread.
"""
if count is None:
count = self.config.plugins_per_cycle
@@ -780,6 +784,9 @@ class StreamManager:
plugins = getattr(self.plugin_manager, 'plugins', {})
group: List[Tuple[str, Optional[List[Image.Image]]]] = []
# Only the old contract hands anything back to the render thread.
defer_empty = offscreen_only and not getattr(
self.config, 'offscreen_prefetch', True)
for plugin_id in ids:
plugin = plugins.get(plugin_id)
@@ -794,7 +801,10 @@ class StreamManager:
continue
if images:
self.stats['segments_fetched'] += 1
group.append((plugin_id, images if images else None))
if images:
group.append((plugin_id, images))
else:
group.append((plugin_id, None if defer_empty else []))
return group
+54
View File
@@ -357,3 +357,57 @@ class TestFrameHoldLifetime:
assert dm._frame_hold == 1
finally:
dm.set_scrolling_state(False)
class TestSnapshotOffRenderThread:
"""Mid-scroll, the preview PNG is encoded off the render thread.
At 512x64 the encode takes 12-14ms on a Pi 4 -- longer than a refresh --
so doing it inline made the next swap miss its vsync five times a second
whenever the web preview was open.
"""
def _record_saves(self, dm, monkeypatch):
import threading
threads = []
done = threading.Event()
real = dm._save_snapshot
def recording(image):
threads.append(threading.current_thread().name)
real(image)
done.set()
monkeypatch.setattr(dm, "_save_snapshot", recording)
return threads, done
def _due(self, dm, tmp_path, colour):
dm._snapshot_path = str(tmp_path / "snap.png")
dm._last_snapshot_ts = 0.0
dm._last_snapshot_touch_ts = 0.0
dm._last_snapshot_digest = None
dm.draw.rectangle([0, 0, 10, 4], fill=colour)
def test_scrolling_frames_are_encoded_on_the_writer_thread(
self, dm, tmp_path, monkeypatch):
import threading
threads, done = self._record_saves(dm, monkeypatch)
self._due(dm, tmp_path, (0, 255, 255))
dm.set_scrolling_state(True)
try:
dm.update_display()
assert done.wait(5), "the snapshot writer never wrote the frame"
finally:
dm.set_scrolling_state(False)
assert threads == ["snapshot-writer"]
assert threads[0] != threading.current_thread().name
assert os.path.exists(dm._snapshot_path)
def test_static_frames_are_still_written_inline(
self, dm, tmp_path, monkeypatch):
import threading
threads, _ = self._record_saves(dm, monkeypatch)
self._due(dm, tmp_path, (255, 0, 255))
dm.set_scrolling_state(False)
dm.update_display()
assert threads == [threading.current_thread().name]
+3
View File
@@ -140,6 +140,9 @@ def vegas_coordinator(controller):
'enabled': True, 'max_cycle_duration': VEGAS_ITERATION_SECONDS}}})
assert coord.vegas_config.continuous_scroll
coord.render_pipeline = MagicMock()
# Real numbers: the loop sleeps and reports against these.
coord.render_pipeline.frame_interval = coord.vegas_config.get_frame_interval()
coord.render_pipeline.target_fps = float(coord.vegas_config.target_fps)
coord.stream_manager = MagicMock()
coord.display_manager = controller.display_manager
coord.stats = {'cycles_completed': 0, 'interruptions': 0}
+360
View File
@@ -0,0 +1,360 @@
"""Per-thread off-screen rendering (DisplayManager.offscreen) and its Vegas use.
The display canvas used to be one shared object, so any plugin that drew on it
could only be rendered on the render thread, stalling the scroll for 40-600ms
each. offscreen() gives the calling thread a canvas of its own. These tests pin
the property that makes that safe: another thread's drawing never reaches what
the render loop sees, presents or paces by.
Runs against RGBMatrixEmulator, exercising the real DisplayManager.
"""
import os
import sys
import threading
from types import SimpleNamespace
os.environ["EMULATOR"] = "true"
import pytest
from PIL import Image
sys.path.insert(0, os.path.join(os.path.dirname(__file__), ".."))
from src.vegas_mode.config import VegasModeConfig # noqa: E402
from src.vegas_mode.plugin_adapter import PluginAdapter # noqa: E402
from src.vegas_mode.stream_manager import StreamManager # noqa: E402
WIDTH, HEIGHT = 128, 32
YELLOW = (255, 255, 0)
@pytest.fixture(scope="module")
def dm(tmp_path_factory):
from src.display_manager import DisplayManager
DisplayManager._instance = None
DisplayManager._initialized = False
manager = DisplayManager({
"display": {
"hardware": {"rows": 32, "cols": 64, "chain_length": 2,
"parallel": 1, "brightness": 90},
"runtime": {"gpio_slowdown": 0},
},
}, suppress_test_pattern=True)
manager._snapshot_path = str(
tmp_path_factory.mktemp("offscreen") / "led_matrix_preview.png")
if manager.matrix is None:
pytest.fail("DisplayManager fell back to matrix=None; see the "
"'Failed to initialize RGB Matrix' log line above.")
yield manager
DisplayManager._instance = None
DisplayManager._initialized = False
@pytest.fixture
def fresh(dm):
"""A known shared canvas, and scroll state reset around each test."""
dm.image = Image.new('RGB', (WIDTH, HEIGHT))
from PIL import ImageDraw
dm.draw = ImageDraw.Draw(dm.image)
dm.set_scrolling_state(False)
yield dm
dm.set_scrolling_state(False)
class _Spy:
"""Counts calls to one method of one object, and still calls it."""
def __init__(self, obj, name):
self.obj, self.name, self.count = obj, name, 0
self._orig = getattr(obj, name)
def __enter__(self):
def counting(*args, **kwargs):
self.count += 1
return self._orig(*args, **kwargs)
setattr(self.obj, self.name, counting)
return self
def __exit__(self, *exc):
setattr(self.obj, self.name, self._orig)
def _in_thread(fn):
"""Run fn on another thread and return its result, re-raising its error."""
box = {}
def run():
try:
box["value"] = fn()
except BaseException as exc: # surfaced below
box["error"] = exc
thread = threading.Thread(target=run)
thread.start()
thread.join(10)
assert not thread.is_alive(), "worker hung"
if "error" in box:
raise box["error"]
return box.get("value")
class TestIsolation:
def test_another_threads_drawing_is_invisible_here(self, fresh):
dm = fresh
shared = dm.image
inside, release = threading.Event(), threading.Event()
seen = {}
def worker():
with dm.offscreen(40) as surface:
dm.draw.rectangle([0, 0, 39, 31], fill=YELLOW)
seen.update(width=dm.width, matrix_width=dm.matrix.width,
own_image=dm.image is surface.image)
inside.set()
release.wait(5)
seen["restored"] = dm.image is shared
thread = threading.Thread(target=worker)
thread.start()
try:
assert inside.wait(5)
# While the worker is mid-draw, this thread sees the real canvas.
assert dm.image is shared
assert (dm.width, dm.matrix.width) == (WIDTH, WIDTH)
assert shared.getpixel((0, 0)) == (0, 0, 0)
finally:
release.set()
thread.join(5)
assert seen == {"width": 40, "matrix_width": 40, "own_image": True,
"restored": True}
def test_the_render_loop_keeps_presenting_while_another_thread_draws(self, fresh):
dm = fresh
inside, release = threading.Event(), threading.Event()
def worker():
with dm.offscreen():
dm.draw.rectangle([0, 0, 10, 10], fill=YELLOW)
dm.update_display() # must not reach the panel
inside.set()
release.wait(5)
with _Spy(dm.matrix, "SwapOnVSync") as swaps:
thread = threading.Thread(target=worker)
thread.start()
try:
assert inside.wait(5)
dm.draw.point((5, 5), fill=(0, 0, 255))
dm.update_display() # the render thread's own frame
finally:
release.set()
thread.join(5)
assert swaps.count == 1
def test_assignments_go_to_the_callers_canvas(self, fresh):
dm = fresh
shared = dm.image
replacement = Image.new('RGB', (WIDTH, HEIGHT), (1, 2, 3))
def worker():
with dm.offscreen():
dm.image = replacement # e.g. clear() inside display()
return dm.image is replacement
assert _in_thread(worker) is True
assert dm.image is shared
def test_render_size_narrows_only_the_calling_thread(self, fresh):
dm = fresh
inside, release = threading.Event(), threading.Event()
seen = {}
def worker():
with dm.render_size(32):
seen["width"] = dm.width
inside.set()
release.wait(5)
thread = threading.Thread(target=worker)
thread.start()
try:
assert inside.wait(5)
assert dm.width == WIDTH
finally:
release.set()
thread.join(5)
assert seen["width"] == 32
class TestNothingReachesThePanel:
def test_update_display_clear_and_pacing_are_inert_inside(self, fresh):
dm = fresh
real_matrix = dm.matrix
hold_before = dm._frame_hold
with _Spy(real_matrix, "SwapOnVSync") as swaps, \
_Spy(dm.offscreen_canvas, "Clear") as clears:
with dm.offscreen() as surface:
dm.draw.rectangle([0, 0, 5, 5], fill=YELLOW)
dm.update_display()
drawn = dm.image
dm.clear()
# clear() replaced the surface's image, not the shared one.
assert dm.image is surface.image and dm.image is not drawn
assert dm.image.getpixel((0, 0)) == (0, 0, 0)
dm.set_scrolling_state(True, 3)
dm.set_frame_hold(4)
dm.matrix.SwapOnVSync(object()) # inert through the proxy too
assert swaps.count == 0
assert clears.count == 0
assert dm._frame_hold == hold_before
assert dm._scrolling_state['is_scrolling'] is False
def test_capture_mode_inside_offscreen_does_not_end_suppression(self, fresh):
dm = fresh
real_matrix = dm.matrix
with _Spy(real_matrix, "SwapOnVSync") as swaps:
with dm.offscreen():
with dm.capture_mode():
pass
dm.draw.point((1, 1), fill=YELLOW)
dm.update_display()
assert swaps.count == 0
def test_nesting_and_exceptions_restore_state(self, fresh):
dm = fresh
shared = dm.image
with pytest.raises(RuntimeError):
with dm.offscreen(100):
with dm.offscreen(50):
assert dm.width == 50
raise RuntimeError("plugin failed mid-draw")
assert dm.image is shared
assert dm.width == WIDTH
assert not dm._writes_suppressed()
with dm.offscreen(100) as outer:
with dm.offscreen(50):
pass
assert dm.image is outer.image
assert dm.width == 100
# --- Vegas: the adapter draws plugins off the render thread ------------------
class CapturePlugin:
"""A plugin with neither get_vegas_content nor a scroll helper: captured."""
def __init__(self, display_manager):
self.display_manager = display_manager
self.calls = 0
def display(self, force_clear=False):
self.calls += 1
self.display_manager.draw.rectangle([0, 0, 30, 20], fill=YELLOW)
self.display_manager.update_display()
class ScrollingPlugin:
"""A ticker whose scroll image only exists once display() has run."""
def __init__(self, display_manager):
from src.common.scroll_helper import ScrollHelper
self.display_manager = display_manager
self.scroll_helper = ScrollHelper(WIDTH, HEIGHT)
def display(self, force_clear=False):
item = Image.new('RGB', (300, HEIGHT), YELLOW)
self.scroll_helper.create_scrolling_image([item], item_gap=0, element_gap=0)
self.display_manager.set_scrolling_state(True, 5)
self.display_manager.update_display()
def _adapter(dm, **config):
return PluginAdapter(dm, VegasModeConfig(**config))
def _has_yellow(images):
return any(YELLOW in {img.getpixel((x, y)) for x in range(min(img.width, 40))
for y in range(img.height)} for img in images)
class TestAdapterOffTheRenderThread:
def test_display_capture_runs_on_a_background_thread(self, fresh):
dm = fresh
shared = dm.image
before = shared.tobytes()
plugin = CapturePlugin(dm)
adapter = _adapter(dm)
with _Spy(dm.matrix, "SwapOnVSync") as swaps:
images = _in_thread(
lambda: adapter.get_content(plugin, "capture-bg", offscreen_only=True))
assert images and _has_yellow(images)
assert dm.image is shared and shared.tobytes() == before
assert swaps.count == 0
def test_scroll_content_is_generated_on_a_background_thread(self, fresh):
dm = fresh
plugin = ScrollingPlugin(dm)
adapter = _adapter(dm)
hold_before = dm._frame_hold
images = _in_thread(
lambda: adapter.get_content(plugin, "scroll-bg", offscreen_only=True))
assert images and _has_yellow(images)
# The plugin's own set_scrolling_state(True, 5) did not re-pace Vegas.
assert dm._frame_hold == hold_before
assert dm._scrolling_state['is_scrolling'] is False
def test_with_the_switch_off_background_capture_is_left_for_the_render_thread(self, fresh):
dm = fresh
plugin = CapturePlugin(dm)
adapter = _adapter(dm, offscreen_prefetch=False)
images = _in_thread(
lambda: adapter.get_content(plugin, "capture-legacy", offscreen_only=True))
assert images is None
assert plugin.calls == 0
class TestPluginLock:
def test_a_background_fetch_waits_for_update_then_skips(self, fresh):
dm = fresh
lock = threading.Lock()
plugin = CapturePlugin(dm)
adapter = PluginAdapter(dm, VegasModeConfig(),
plugin_manager=SimpleNamespace(
get_plugin_lock=lambda plugin_id: lock))
adapter.PLUGIN_LOCK_TIMEOUT = 0.05
with lock: # update() in progress
skipped = _in_thread(
lambda: adapter.get_content(plugin, "locked", offscreen_only=True))
assert skipped is None
assert plugin.calls == 0
served = _in_thread(
lambda: adapter.get_content(plugin, "locked", offscreen_only=True))
assert served and plugin.calls == 1
assert not lock.locked()
class TestStreamDoesNotDeferEmptyResults:
def _group(self, offscreen_prefetch):
config = VegasModeConfig(offscreen_prefetch=offscreen_prefetch)
adapter = SimpleNamespace(get_content=lambda *a, **k: None)
stream = StreamManager(config, SimpleNamespace(plugins={"p": object()}),
adapter)
stream.refresh = lambda: None
stream._ordered_plugins = ["p"]
return stream.take_next_group(count=1, offscreen_only=True)
def test_nothing_to_show_is_not_sent_to_the_render_thread(self):
assert self._group(offscreen_prefetch=True) == [("p", [])]
def test_the_old_contract_still_defers_with_the_switch_off(self):
assert self._group(offscreen_prefetch=False) == [("p", None)]
+130
View File
@@ -0,0 +1,130 @@
"""Vegas scrolls in whole pixels locked to the panel refresh.
It used to advance by elapsed time, blend neighbouring columns, and pace itself
with a sleep to target_fps. On a 512x64 chain refreshing at 95Hz that ran at
73-89fps with p99 frames of 20-28ms: the sleep drifted against the refresh and
missed a vsync every few frames, and the blend shimmered on the panel.
"""
import sys
from pathlib import Path
from unittest.mock import patch
from PIL import Image
sys.path.insert(0, str(Path(__file__).resolve().parent.parent))
from src.common.scroll_config import solve_crisp # noqa: E402
from src.vegas_mode import render_pipeline as rp_module # noqa: E402
from src.vegas_mode.config import VegasModeConfig # noqa: E402
from src.vegas_mode.render_pipeline import RenderPipeline # noqa: E402
W, H = 128, 32
class FakeStream:
def get_grouped_content_for_composition(self):
return [('a', [Image.new('RGB', (4000, H), (255, 255, 255))])]
def get_active_plugin_ids(self):
return ['a']
class FakeDM:
width = W
height = H
def __init__(self, refresh_hz=100.0, hardware=True):
self.refresh_hz = refresh_hz
self.matrix = object() if hardware else None
self.image = Image.new('RGB', (W, H))
self.holds = []
def set_scrolling_state(self, is_scrolling, frame_hold=1):
self.holds.append(frame_hold)
def update_display(self):
pass
def _pipeline(dm=None, **cfg):
p = RenderPipeline(VegasModeConfig(lead_in_width=0, **cfg), dm or FakeDM(),
FakeStream())
assert p.compose_scroll_content()
return p
def test_default_steps_whole_pixels_and_holds_frames():
dm = FakeDM(refresh_hz=100.0)
p = _pipeline(dm, scroll_speed=50)
want = solve_crisp(50, 100.0)
assert p.scroll_helper.fixed_pixels_per_frame == want.pixels_per_frame
assert not p.scroll_helper.sub_pixel_scrolling
before = p.scroll_helper.scroll_position
p.render_frame()
assert p.scroll_helper.scroll_position - before == want.pixels_per_frame
# The hold is what makes 1px every 2 refreshes 50px/s rather than 100.
assert dm.holds[-1] == want.frame_hold == 2
assert p.target_fps == want.frames_per_second
def test_sleep_floor_stays_below_the_refresh_period():
# A floor at or above the real period accumulates until a frame misses.
p = _pipeline(FakeDM(refresh_hz=100.0), scroll_speed=50)
assert p.frame_interval < p._frame_hold / 100.0
def test_sub_pixel_blend_keeps_the_old_time_based_blend():
dm = FakeDM()
p = _pipeline(dm, sub_pixel_blend=True, target_fps=90)
assert p.scroll_helper.fixed_pixels_per_frame is None
assert p.scroll_helper.sub_pixel_scrolling
p.render_frame()
assert dm.holds[-1] == 1
assert p.frame_interval == 1.0 / 90
assert p.target_fps == 90
def _run_swaps(p, period, frames):
"""Render `frames` frames whose swaps are `period` seconds apart."""
clock = [1000.0]
def monotonic():
return clock[0]
with patch.object(rp_module.time, 'monotonic', monotonic):
for _ in range(frames):
p.render_frame()
clock[0] += period
def test_a_panel_below_its_cap_is_measured_and_the_speed_re_solved():
# 4x128x64 on one chain: capped at 120Hz, really 95Hz. Against the cap
# 90px/s solves to 3px every 4 refreshes; against 95Hz, 1px every one.
p = _pipeline(FakeDM(refresh_hz=120.0), scroll_speed=90)
assert p._crisp.pixels_per_frame == 3
frames = RenderPipeline.REFRESH_WARMUP_FRAMES + RenderPipeline.REFRESH_SAMPLES + 2
_run_swaps(p, p._frame_hold / 95.0, frames)
assert p._measured_hz == 95.0
assert (p._crisp.pixels_per_frame, p._crisp.frame_hold) == (1, 1)
# The floor still comes from the cap, not the measurement.
assert p.frame_interval < 1 / 95.0
def test_a_panel_that_keeps_up_with_its_cap_is_left_alone():
p = _pipeline(FakeDM(refresh_hz=100.0), scroll_speed=50)
crisp = p._crisp
frames = RenderPipeline.REFRESH_WARMUP_FRAMES + RenderPipeline.REFRESH_SAMPLES + 2
_run_swaps(p, p._frame_hold / 99.5, frames)
assert p._measured_hz == 100.0
assert p._crisp == crisp
def test_no_measurement_without_hardware():
# Nothing blocks in the emulator, so swap gaps say nothing about a panel.
p = _pipeline(FakeDM(refresh_hz=120.0, hardware=False), scroll_speed=90)
frames = RenderPipeline.REFRESH_WARMUP_FRAMES + RenderPipeline.REFRESH_SAMPLES + 2
_run_swaps(p, 1 / 50.0, frames)
assert p._measured_hz is None
+4
View File
@@ -841,6 +841,10 @@ class TestCycleEndsBeforeWrap:
return p
def _advance_to(self, pipeline, distance):
# render_frame() steps before it checks, and a whole-pixel pace steps
# a fixed amount; start one step short so the checked frame is at
# `distance`.
distance -= pipeline.scroll_helper.fixed_pixels_per_frame or 0
pipeline.scroll_helper.total_distance_scrolled = distance
pipeline.scroll_helper.scroll_position = float(distance)
@@ -523,7 +523,7 @@
<div class="grid grid-cols-1 md:grid-cols-2 gap-4">
<div class="form-group" id="setting-display-vegas_target_fps" data-setting-key="display.vegas_scroll.target_fps">
<label for="vegas_target_fps" class="block text-sm font-medium text-gray-700">Target FPS{{ ui.help_tip('Frames per second the Vegas ticker aims to render.\nHigher = smoother scrolling but more CPU. Default: 125 (smoothest). Drop to 60/90 if the Pi runs hot.', 'Target FPS') }}</label>
<label for="vegas_target_fps" class="block text-sm font-medium text-gray-700">Target FPS{{ ui.help_tip('Only used when Smooth motion is off; with it on, the panel refresh sets the frame rate.\nFrames per second the Vegas ticker aims to render. Default: 125.', 'Target FPS') }}</label>
<select id="vegas_target_fps" name="vegas_target_fps" class="form-control">
<option value="60" {% if main_config.display.get('vegas_scroll', {}).get('target_fps', 125) == 60 %}selected{% endif %}>60 FPS (Lower CPU)</option>
<option value="90" {% if main_config.display.get('vegas_scroll', {}).get('target_fps', 125) == 90 %}selected{% endif %}>90 FPS (Balanced)</option>
@@ -564,7 +564,7 @@
name="vegas_smooth_scroll"
{% if main_config.display.get('vegas_scroll', {}).get('smooth_scroll', True) %}checked{% endif %}
class="form-checkbox">
<span class="ml-2 text-sm text-gray-700">Smooth sub-pixel motion{{ ui.help_tip('Blend between neighbouring pixel positions so the ticker moves once per rendered frame instead of once per pixel. Default: on.\nWithout it, motion happens only as often as the scroll speed in pixels per second — at 50 px/s that is 50 steps a second however fast the display renders, which reads as a slight judder. The trade is that text softens very slightly horizontally, since each frame blends two positions. Turn it off if you prefer maximum crispness.', 'Smooth Scrolling') }}</span>
<span class="ml-2 text-sm text-gray-700">Smooth motion{{ ui.help_tip('Move the ticker a whole pixel at a time in step with the panel refresh, so every frame moves the same distance and text stays sharp. Default: on.\nThe scroll speed snaps to the nearest speed the panel can show this way: on a 100Hz panel, 100 px/s is one pixel every refresh and 50 px/s one pixel every second refresh. The real refresh rate is measured once scrolling starts, since a long chain often cannot reach its refresh cap.\nWith this off the ticker moves by elapsed time instead, which drifts against the refresh and judders.', 'Smooth Scrolling') }}</span>
</label>
</div>