perf(apple): windowed macOS presents — off-main transactional commit, surface prototype, safe-present setting
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Task 1 (latency): the transactional present now commits from the RENDER
thread inside an explicit CATransaction + flush() instead of hopping to
main. The present harness (2026-07-21, 240 Hz Studio, full-size window)
measured the main hop batching presents at runloop-iteration rate when
main is busy — an active implicit transaction NESTS the explicit one —
which is the field's presents=55 @ fps=240 / display_p50 18.6 ms.
Off-main commits measured immune to main churn: glass p50 ~10 ms,
cadence a clean 4.17 ms at 240. flush() is load-bearing: without it the
render thread's own implicit transaction (drawableSize/colour writes)
swallows the explicit commit and NOTHING reaches glass — the harness
reproduced the exact freeze (every present dropped). Legacy main-hop
kept as PUNKTFUNK_TXN_PRESENT=main for field A/B. New pf-windowed
Console line (subsystem io.unom.punktfunk, category presenter)
decomposes the issue side per second.
Task 1 lever D: the f407f418 IOSurface contents-swap path is
resurrected format-aware as WindowedPresentMode.surface — bgra8 SDR /
rgba16Float+PQ-tagged HDR pool, swap committed off-main from the
completion handler; EDR anchored by the metal layer underneath.
Env-only prototype (PUNKTFUNK_WINDOWED_PRESENT=surface) until the HDR
composite is eyeballed on glass.
Task 2 (setting): punktfunk.windowedSafePresent (default ON =
transactional mitigation; OFF = the fast async path whose panic the
saga is about — the caption says so in plain words). Rows in the touch
Settings (Presentation) and gamepad settings, macOS-only.
PUNKTFUNK_WINDOWED_PRESENT=async|transaction|surface overrides for dev
A/B. maximumDrawableCount stays 3 — the harness measured 2 starving the
render loop (172/s) and worsening glass p50.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -175,6 +175,21 @@ final class SessionPresenter {
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/// that doesn't exist after the first Wi-Fi clump. Sub-refresh display latency needs pacing
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/// that can't queue at all — that's stage-4 (`PresentPacing.deadline`), not a deeper gate.
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///
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#if os(macOS)
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/// Resolve the windowed (composited) present MECHANISM for this session — the DCP
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/// swapID-panic mitigation picker (see `WindowedPresentMode`). The
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/// `PUNKTFUNK_WINDOWED_PRESENT=async|transaction|surface` env lever wins (dev A/B);
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/// otherwise the user's safe-present setting: ON/unset → `.transaction` (the validated
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/// mitigation), OFF → `.async` (the fast pre-mitigation path — the panic returns on
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/// affected high-refresh setups; the Settings caption says so). `.surface` is currently
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/// env-only (prototype — HDR-composite verification owed). Fullscreen always presents
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/// async regardless (`setComposited`). Internal (not private) for unit tests.
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static func windowedPresentMode(setting: Bool?, env: String?) -> WindowedPresentMode {
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if let env, let mode = WindowedPresentMode(rawValue: env) { return mode }
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return (setting ?? true) ? .transaction : .async
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}
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#endif
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/// `PUNKTFUNK_GATE_DEPTH` (1…3) still overrides on iOS/tvOS so the standing-queue ladder
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/// stays reproducible on-device; macOS is pinned to 1, env ignored — a deeper gate only builds
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/// a standing queue (see above), and macOS glass pacing exists for PyroWave smoothness
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@@ -193,9 +208,16 @@ final class SessionPresenter {
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private var stage2Link: CADisplayLink?
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private var metalLayer: CAMetalLayer?
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#if os(macOS)
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/// The last windowed-vs-fullscreen present routing pushed to the pipeline — see
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/// `setComposited` (the DCP swapID-panic mitigation). Main-thread only, like all of this.
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private var transactionalPresentActive = false
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/// The windowed present MECHANISM this session runs while composited (resolved once per
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/// session in `start` — the user's safe-present setting + the PUNKTFUNK_WINDOWED_PRESENT
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/// dev override) and the routing last pushed to the pipeline — see `setComposited` (the DCP
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/// swapID-panic mitigation). Main-thread only, like all of this.
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private var windowedMode: WindowedPresentMode = .transaction
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private var windowedPresentApplied: WindowedPresentMode = .async
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/// The windowed `surface` present target (sibling above `metalLayer`, transparent while
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/// unused) — installed whenever stage-2 runs so a mechanism flip never has to mutate the
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/// layer tree mid-session.
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private var surfaceLayer: CALayer?
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#endif
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private var connection: PunktfunkConnection?
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/// The decoded frame's REAL pixel dimensions (ground truth, pushed by the view from the pump's
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@@ -279,7 +301,17 @@ final class SessionPresenter {
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baseLayer.addSublayer(metal)
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metalLayer = metal
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#if os(macOS)
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transactionalPresentActive = false
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windowedPresentApplied = .async
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// Resolve THIS session's windowed mechanism once (setting + dev env lever) —
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// `setComposited` routes between it and fullscreen-async from every layout.
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windowedMode = Self.windowedPresentMode(
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setting: UserDefaults.standard.object(
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forKey: DefaultsKey.windowedSafePresent) as? Bool,
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env: ProcessInfo.processInfo.environment["PUNKTFUNK_WINDOWED_PRESENT"])
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// The surface present target sits ABOVE the metal layer: transparent (nil contents)
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// unless the surface mechanism actually presents, covering it while it does.
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baseLayer.addSublayer(pipeline.surfaceLayer)
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surfaceLayer = pipeline.surfaceLayer
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#endif
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stage2 = pipeline
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// The link is the vsync CLOCK + putBack-retry nudge, not the presentation trigger
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@@ -389,6 +421,12 @@ final class SessionPresenter {
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CATransaction.setDisableActions(true)
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metalLayer.contentsScale = contentsScale
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metalLayer.frame = snapped
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#if os(macOS)
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// The surface present target mirrors the metal layer's geometry exactly — its IOSurfaces
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// are sized to the same snapped pixel rect, so the contents composite is a 1:1 blit too.
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surfaceLayer?.contentsScale = contentsScale
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surfaceLayer?.frame = snapped
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#endif
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CATransaction.commit()
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// Hand the resulting pixel size to the render thread (it must not read layer geometry
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// cross-thread) — this is what the presenter sizes its drawable to. Uses the SNAPPED size so
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@@ -418,19 +456,30 @@ final class SessionPresenter {
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#if os(macOS)
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/// Route presents for the window's composited state (MAIN thread — the view pushes it on
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/// every layout, which fullscreen transitions always trigger). A COMPOSITED (windowed) session
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/// presents the drawable through a Core Animation transaction
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/// (`CAMetalLayer.presentsWithTransaction`) instead of the async image queue — the DCP
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/// "mismatched swapID's" kernel-panic mitigation (see `MetalVideoPresenter`; the async-swap
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/// race survives glass pacing, so pacing alone was not enough). ALL codecs: PyroWave hit it
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/// 2026-07-18 and windowed HEVC hit the same 240 Hz Mac Studio 2026-07-21 — it is the async
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/// image queue itself, not any codec or present rate. Fullscreen keeps the async path (direct
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/// scanout, lowest latency, no panic there). The full HDR/EDR render path is preserved in both.
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/// every layout, which fullscreen transitions always trigger). A COMPOSITED (windowed)
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/// session presents through this session's resolved mitigation mechanism (`windowedMode` —
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/// transactional by default, see `windowedPresentMode`) instead of the async image queue —
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/// the DCP "mismatched swapID's" kernel-panic mitigation (see `MetalVideoPresenter`; the
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/// async-swap race survives glass pacing, so pacing alone was not enough). ALL codecs:
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/// PyroWave hit it 2026-07-18 and windowed HEVC hit the same 240 Hz Mac Studio 2026-07-21 —
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/// it is the async image queue itself, not any codec or present rate. Fullscreen keeps the
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/// async path (direct scanout, lowest latency, no panic there). The full HDR/EDR render
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/// path is preserved in every mechanism.
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func setComposited(_ composited: Bool) {
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guard let stage2 else { return }
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guard composited != transactionalPresentActive else { return }
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transactionalPresentActive = composited
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stage2.setTransactionalPresent(composited)
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let mode: WindowedPresentMode = composited ? windowedMode : .async
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guard mode != windowedPresentApplied else { return }
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let wasSurface = windowedPresentApplied == .surface
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windowedPresentApplied = mode
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stage2.setWindowedPresent(mode)
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if wasSurface {
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// Uncover the metal layer NOW (its last drawable is still attached, so fullscreen
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// entry shows the previous frame until the next present — no black flash).
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CATransaction.begin()
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CATransaction.setDisableActions(true)
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surfaceLayer?.contents = nil
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CATransaction.commit()
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}
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}
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#endif
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@@ -448,7 +497,9 @@ final class SessionPresenter {
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metalLayer?.removeFromSuperlayer()
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metalLayer = nil
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#if os(macOS)
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transactionalPresentActive = false
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surfaceLayer?.removeFromSuperlayer()
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surfaceLayer = nil
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windowedPresentApplied = .async
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#endif
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connection = nil
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}
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