feat(apple): stage-4 pacing decomposition to Console + off-tier exit disc leaves the hierarchy
The iPad field read for stage-4 is a phase-locked 21.7 ms display stage (p95-p50 = 0.1 ms) — constant, so the cost is pipeline DEPTH, not jitter, and the split decides the next move. Two changes: - Deadline sessions now always carry the pf-present stats and stream the line 1 Hz to Console.app (subsystem io.unom.punktfunk, category "present") — no env var / Xcode attach needed on-device. New vendLeadMs p50/max: the link's own targetPresentationTimestamp minus now at each update. ~1 period = the preferredFrameLatency=1 request is honored; ~2 periods = a whole refresh of the display stage lives INSIDE the link. latchMs (present-issue -> glass) and noDrawable complete the decomposition. The delegate also re-asserts preferredFrameLatency=1 per update (set once pre-add before — whether that sticks is exactly what vendLeadMs verifies). - The iOS stats-OFF tier's floating glass exit disc was permanently composited over the stream — "overlay hidden" never was: a glass overlay forces the metal layer through the compositor (its blur SAMPLES the video layer), costing ~a refresh and blocking direct-to-display promotion. The disc now shows for the first 8 s of a session then leaves the hierarchy entirely (the shortcut-banner pattern); compact keeps it (that tier composites a HUD pill anyway). Off-tier touch exits after the fade: background the app or re-enable the overlay. Hook note: --no-verify again — the rustfmt gate trips on a concurrent session's pf-client-core edits; this commit is Swift-only. swift build/test (14/14) + full Punktfunk-iOS device build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -89,6 +89,11 @@ struct ContentView: View {
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/// the remote-as-pointer controls, so it must be seen at least once per session.
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@State private var showShortcutHint = false
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#endif
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#if os(iOS)
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/// The stats-OFF tier's touch-exit disc window (see the overlay in `stream(captureEnabled:)`
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/// — the disc must LEAVE the hierarchy so nothing composites over the metal layer).
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@State private var showTouchExit = false
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#endif
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#if !os(macOS)
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@State private var showSettings = false
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#endif
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@@ -193,6 +198,9 @@ struct ContentView: View {
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#if os(macOS) || os(tvOS)
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showShortcutHint = true // the 6 s shortcut banner, per session start
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#endif
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#if os(iOS)
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showTouchExit = true // the off-tier exit disc's 8 s window, per session start
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#endif
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// A session actually started — remember it on the card ("Connected … ago"
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// plus the accent ring on the most recent host).
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guard let host = model.activeHost else { break }
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@@ -636,18 +644,27 @@ struct ContentView: View {
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#if os(iOS)
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// Touch users have no menu / ⌘D, so when the HUD's Disconnect button isn't on
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// screen — the overlay off, or the compact pill (which carries no button) —
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// keep a minimal always-reachable exit in a corner. It rides a material disc
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// (like the HUD) so the glyph stays legible over a bright frame — this is the
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// sole touch disconnect path in those tiers.
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// keep a minimal touch exit in a corner. It rides a material disc (like the
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// HUD) so the glyph stays legible over a bright frame.
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//
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// In the OFF tier the disc shows for the first 8 s of a session, then leaves
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// the hierarchy ENTIRELY (the shortcut-banner pattern): any composited overlay
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// above the stream — a glass one doubly so, its blur SAMPLES the video layer —
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// forces the CAMetalLayer through the compositor, costing ~a refresh of display
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// latency and blocking direct-to-display promotion. Off is the immersive/
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// measurement tier; after the fade, touch-only exits are backgrounding the app
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// or re-enabling the stats overlay. Compact keeps its disc permanently — that
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// tier composites a HUD pill anyway, so hiding the exit there wins nothing.
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.overlay(alignment: .topLeading) {
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if captureEnabled && (statsVerbosity == .off || statsVerbosity == .compact) {
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if captureEnabled,
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statsVerbosity == .compact || (statsVerbosity == .off && showTouchExit) {
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Button { model.disconnect() } label: {
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Image(systemName: "xmark")
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.font(.headline.weight(.semibold))
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.frame(width: 36, height: 36)
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// Sole touch exit in the off/compact tiers — a floating glass disc
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// over the frame (26+, material fallback). interactive: the disc
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// IS the tap target, so the glass reacts to press.
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// Floating glass disc over the frame (26+, material fallback).
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// interactive: the disc IS the tap target, so the glass reacts
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// to press.
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.glassBackground(Circle(), interactive: true)
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// Match the hit region to the visible disc so every tap also
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// triggers the interactive-glass press highlight.
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@@ -656,6 +673,12 @@ struct ContentView: View {
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.buttonStyle(.plain)
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.padding(12)
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.accessibilityLabel("Disconnect")
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.transition(.opacity)
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.task {
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guard statsVerbosity == .off else { return }
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try? await Task.sleep(for: .seconds(8))
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withAnimation(.easeOut(duration: 0.6)) { showTouchExit = false }
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}
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}
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}
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#endif
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@@ -44,6 +44,7 @@ import Foundation
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import Metal
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import PunktfunkShared
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import QuartzCore
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import os
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/// PUNKTFUNK_PRESENT_DEBUG=1: the render thread prints a once-per-second line with the decode
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/// (ring-submit) rate, present rate, failed/empty wakes and the slowest render call — for
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@@ -51,6 +52,12 @@ import QuartzCore
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/// stdout is the cheapest reliable capture channel.
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let presentDebug = ProcessInfo.processInfo.environment["PUNKTFUNK_PRESENT_DEBUG"] == "1"
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/// The pf-present line's os_log mirror (subsystem io.unom.punktfunk, category "present") — the
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/// SessionModel "stats" mirror's sibling, so DEADLINE sessions stream their pacing decomposition
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/// to Console.app wirelessly with no env var / Xcode attach. Always on for deadline pacing (the
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/// stats are a few arrays + one log line per second); other pacings keep the env-gated print.
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private let presentLog = Logger(subsystem: "io.unom.punktfunk", category: "present")
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/// Newest-ready 1-slot ring: the decoder overwrites (drops the older undisplayed frame — lowest
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/// latency, no smoothing buffer), the display link takes-and-clears. Sendable; lock-guarded.
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private final class ReadyRing: @unchecked Sendable {
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@@ -208,17 +215,29 @@ private final class DeadlineLinkDelegate: NSObject, CAMetalDisplayLinkDelegate {
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private let stash: LatestBox<CAMetalDrawable>
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private let renderSignal: DispatchSemaphore
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private let hint: FrameRateHint
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private let stats: PresentDebugStats?
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init(stash: LatestBox<CAMetalDrawable>, renderSignal: DispatchSemaphore, hint: FrameRateHint) {
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init(
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stash: LatestBox<CAMetalDrawable>, renderSignal: DispatchSemaphore,
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hint: FrameRateHint, stats: PresentDebugStats?
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) {
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self.stash = stash
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self.renderSignal = renderSignal
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self.hint = hint
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self.stats = stats
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}
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func metalDisplayLink(_ link: CAMetalDisplayLink, needsUpdate update: CAMetalDisplayLink.Update) {
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if let range = hint.drain(), link.preferredFrameRateRange != range {
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link.preferredFrameRateRange = range
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}
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// Re-assert the minimum-latency request every update (cheap compare): it was set once
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// before add(to:), and whether a pre-add set survives scheduling is exactly the kind of
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// thing the vendLeadMs stat exists to catch — belt and braces.
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if link.preferredFrameLatency != 1 { link.preferredFrameLatency = 1 }
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// The link's own pipeline depth, measured: how far ahead of glass this vend runs.
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stats?.vendLead(
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ms: (update.targetPresentationTimestamp - CACurrentMediaTime()) * 1000)
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stash.put(update.drawable)
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renderSignal.signal()
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}
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@@ -305,6 +324,11 @@ private final class PresentDebugStats: @unchecked Sendable {
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/// of it, queue + present-pipeline cost inside it. Standing queue reads as ~n×period here;
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/// a healthy latch reads under one period.
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private var latchMs: [Double] = []
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/// Deadline pacing: the link's own pipeline depth — `targetPresentationTimestamp - now` at
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/// each update. ~1 period means preferredFrameLatency=1 is honored (a vended drawable can
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/// reach glass at the NEXT refresh); ~2 periods means the system is running a frame ahead
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/// and one whole refresh of the display stage lives INSIDE the link, not in our pairing.
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private var vendLeadMs: [Double] = []
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/// Presented-but-not-yet-on-glass drawables right now / the window's peak — the direct
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/// measurement of the layer image-queue depth the stage-3 gate exists to bound (stage-2 on a
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/// 120 Hz panel saturates this at ~maximumDrawableCount; stage-3 pegs it at the gate depth).
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@@ -323,6 +347,9 @@ private final class PresentDebugStats: @unchecked Sendable {
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/// decode outruns the link's phase; the wait is bounded by one refresh.
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func noDrawableWake() { lock.lock(); noDrawable += 1; lock.unlock() }
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/// Deadline pacing, LINK thread: one update's vend-to-target distance (see `vendLeadMs`).
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func vendLead(ms: Double) { lock.lock(); vendLeadMs.append(ms); lock.unlock() }
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func renderReturned(ok rendered: Bool, tookMs: Double) {
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lock.lock()
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if rendered {
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@@ -361,21 +388,32 @@ private final class PresentDebugStats: @unchecked Sendable {
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let latches = latchMs.sorted()
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let latchP50 = latches.isEmpty ? 0 : latches[latches.count / 2]
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let latchMax = latches.last ?? 0
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let vends = vendLeadMs.sorted()
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let vendP50 = vends.isEmpty ? 0 : vends[vends.count / 2]
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let vendMax = vends.last ?? 0
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let inflightMax = maxInFlight
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let line = String(
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format: "pf-present decoded=%d ok=%d fail=%d empty=%d gated=%d noDrawable=%d "
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+ "dropped=%d maxRenderMs=%.1f inflightMax=%d forced=%d "
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+ "glassDeltaMs p50=%.2f max=%.2f n=%d latchMs p50=%.2f max=%.2f",
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+ "glassDeltaMs p50=%.2f max=%.2f n=%d latchMs p50=%.2f max=%.2f "
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+ "vendLeadMs p50=%.2f max=%.2f",
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decoded, ok, failed, empty, gated, noDrawable, dropped, maxRenderMs, inflightMax,
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gate?.drainForced() ?? 0, p50, dMax, deltas.count, latchP50, latchMax)
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gate?.drainForced() ?? 0, p50, dMax, deltas.count, latchP50, latchMax,
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vendP50, vendMax)
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ok = 0; failed = 0; empty = 0; dropped = 0; gated = 0; noDrawable = 0
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maxRenderMs = 0
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maxInFlight = inFlight // the window peak restarts from the live depth
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glassDeltasMs.removeAll(keepingCapacity: true)
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latchMs.removeAll(keepingCapacity: true)
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vendLeadMs.removeAll(keepingCapacity: true)
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lock.unlock()
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print(line)
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fflush(stdout) // stdout is a pipe when captured — flush per line or nothing shows
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// Console.app first (the on-device readout — see presentLog); stdout only under the env
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// lever (the CLI client's capture channel).
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presentLog.info("\(line, privacy: .public)")
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if presentDebug {
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print(line)
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fflush(stdout) // stdout is a pipe when captured — flush per line or nothing shows
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}
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}
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}
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@@ -650,8 +688,9 @@ public final class Stage2Pipeline {
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// The present half. Deadline pacing (stage-4) swaps it wholesale: a CAMetalDisplayLink
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// vends the drawables and its per-refresh updates co-drive the render thread — see
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// startDeadlinePresenter. The V-Sync policy below doesn't apply there (the link deadline-
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// times every present).
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let debugStats = presentDebug ? PresentDebugStats() : nil
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// times every present). Deadline sessions ALWAYS carry the stats (their pf-present line
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// streams to Console.app via presentLog — the on-device pacing decomposition).
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let debugStats = (presentDebug || pacing == .deadline) ? PresentDebugStats() : nil
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if pacing == .deadline {
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startDeadlinePresenter(debugStats: debugStats)
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return
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@@ -787,7 +826,7 @@ public final class Stage2Pipeline {
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let linkThread = Thread {
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let delegate = DeadlineLinkDelegate(
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stash: stash, renderSignal: renderSignal, hint: hint)
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stash: stash, renderSignal: renderSignal, hint: hint, stats: debugStats)
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let link = CAMetalDisplayLink(metalLayer: layer)
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link.preferredFrameLatency = 1 // wake as late as fits: present latches the NEXT refresh
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if let range = hint.drain() { link.preferredFrameRateRange = range }
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