perf(latency): T1.1 frame-driven encode trigger + T1.4 time-based flush thresholds
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design/latency-reduction-2026-07.md tier 1, remaining halves:

- T1.1: the native encode loop wakes on the capture's ACTUAL arrival instead of
  sampling at a free-running tick — deletes the sample-and-hold (~half a frame
  interval on average, a full one worst-case: ~8ms avg @60fps). New
  Capturer::supports_arrival_wait/wait_arrival pair (IDD-push waits its
  frame-ready event against the shared-header token; the PipeWire portal blocks
  its channel with a pending stash); backends without an arrival signal — and
  PUNKTFUNK_FRAME_DRIVEN=0 — keep the legacy tick bit-identically. A
  0.9x-interval rate floor caps encode at ~1.11x target when the compositor
  outruns the session; a +0.5x-interval keepalive keeps static desktops
  re-encoding at 1.5x-interval cadence. Pacing deadlines re-anchor to the
  actual submit so they can't drift against the arrival clock. GameStream
  plane untouched.
- T1.4: the jump-to-live detectors run on WALL-CLOCK now (STANDING_TIME /
  FLUSH_AFTER = 250ms) instead of 30-frame counts whose meaning scaled with
  fps (500ms @60 but 125ms @240 — and stretching further under T1.1's slower
  static-scene repeats). The queue trip also requires depth still >= high, so
  a hysteresis-band hover can't fire on elapsed time alone.

Validated: .21 Linux 185 core + 177 host + pf-capture tests, clippy
-D warnings; .133 Windows cargo check of pf-capture + punktfunk-host green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-17 19:31:49 +02:00
parent aedee2a4e3
commit bbe4380b41
6 changed files with 152 additions and 41 deletions
@@ -15,13 +15,16 @@ pub(crate) const QUEUE_HIGH: usize = 6;
/// A true standing queue never falls back to this; a clump does within a few frames.
pub(crate) const QUEUE_LOW: usize = 2;
/// Consecutive frames the hand-off queue must sit ≥ [`QUEUE_HIGH`] (never dropping to [`QUEUE_LOW`])
/// before the pump declares a standing backlog and jumps to live. ~0.5 s at 60 fps — long enough that
/// a burst/clump (which drains in a few frames) never reaches it.
pub(crate) const STANDING_FRAMES: u32 = 30;
/// How long the hand-off queue must sit ≥ [`QUEUE_HIGH`] (never dropping to [`QUEUE_LOW`], and
/// still ≥ high at the trip) before the pump declares a standing backlog and jumps to live.
/// WALL-CLOCK (latency plan T1.4) — the old 30-FRAME count made the accepted backlog scale with
/// fps (500 ms @60 but 125 ms @240) and stretched further under the frame-driven host's slower
/// static-scene repeat cadence. 250 ms sits comfortably above a Wi-Fi clump's drain time (a
/// clump empties in a few frames, ≤ ~100 ms) at any rate.
pub(crate) const STANDING_TIME: Duration = Duration::from_millis(250);
/// Memory backstop on the pre-decode hand-off queue. The standing-queue detector jumps to live long
/// before this (typically ≤ QUEUE_HIGH + STANDING_FRAMES deep), and a jump already requested a
/// before this (typically ≤ QUEUE_HIGH + a [`STANDING_TIME`] run deep), and a jump already requested a
/// keyframe, so on the rare path that outruns it (a wedged consumer during the flush cooldown) dropping
/// the OLDEST queued AU is safe — the pending IDR re-anchors decode regardless. Purely bounds memory.
const FRAME_QUEUE_HARD_CAP: usize = 90;
@@ -31,14 +34,15 @@ const FRAME_QUEUE_HARD_CAP: usize = 90;
/// AUs and requests a keyframe) instead of playing that far behind forever. Deliberately generous — an
/// interactive stream is unusable well before 400 ms, but the bound must sit safely above the skew
/// handshake's own error (≈ RTT/2) plus normal delivery jitter so a healthy stream can never trip it.
/// This is the CLOCK-BASED detector; the clock-free [`QUEUE_HIGH`]/[`STANDING_FRAMES`] detector covers
/// This is the CLOCK-BASED detector; the clock-free [`QUEUE_HIGH`]/[`STANDING_TIME`] detector covers
/// same-clock and no-handshake sessions (where `clock_offset_ns == 0` disarms this one).
pub(crate) const FLUSH_LATENCY: Duration = Duration::from_millis(400);
/// How many CONSECUTIVE over-bound frames arm the clock-based jump (~0.5 s at 60 fps). A genuine
/// standing queue puts EVERY frame over the bound; a one-off burst (an IDR, a Wi-Fi scan blip) clears
/// within a frame or two and never reaches the count.
pub(crate) const FLUSH_AFTER_FRAMES: u32 = 30;
/// How long frames must run CONTINUOUSLY over the [`FLUSH_LATENCY`] bound before the clock-based
/// jump fires. WALL-CLOCK (latency plan T1.4, was a 30-frame count — same fps-scaling problem as
/// the standing-queue detector). A genuine standing queue puts EVERY frame over the bound; a
/// one-off burst (an IDR, a Wi-Fi scan blip) clears within a frame or two and resets the run.
pub(crate) const FLUSH_AFTER: Duration = Duration::from_millis(250);
/// Minimum spacing between jump-to-live events, so a bottleneck that instantly rebuilds the queue (a
/// link/consumer that can't sustain the bitrate at all) degrades into a periodic skip + a logged
+30 -25
View File
@@ -1,8 +1,8 @@
//! The client worker: QUIC handshake + control/input/datagram tasks + the blocking data-plane pump.
use super::frame_channel::{
CLOCK_RESYNC_INTERVAL, FLUSH_AFTER_FRAMES, FLUSH_COOLDOWN, FLUSH_LATENCY,
NOOP_CLOCK_FLUSHES_TO_DISARM, NOOP_FLUSH_DATAGRAMS, QUEUE_HIGH, QUEUE_LOW, STANDING_FRAMES,
CLOCK_RESYNC_INTERVAL, FLUSH_AFTER, FLUSH_COOLDOWN, FLUSH_LATENCY,
NOOP_CLOCK_FLUSHES_TO_DISARM, NOOP_FLUSH_DATAGRAMS, QUEUE_HIGH, QUEUE_LOW, STANDING_TIME,
};
use super::worker::reject_from_close;
use super::*;
@@ -711,12 +711,13 @@ pub(super) async fn run_pump(args: WorkerArgs) {
let mut capacity_probe_deadline: Option<Instant> = None;
let (mut owd_sum_ns, mut owd_frames) = (0i128, 0u32);
let mut flush_in_window = false;
// Jump-to-live state (see the guard in the loop below): the clock-based over-bound run
// (`stale_frames`, armed only when the skew handshake succeeded so the clocks are comparable),
// the clock-free non-draining-queue run (`standing_frames`), and the last-jump instant for the
// shared cooldown.
let mut stale_frames: u32 = 0;
let mut standing_frames: u32 = 0;
// Jump-to-live state (see the guard in the loop below): when the clock-based over-bound
// run began (`stale_since`, armed only when the skew handshake succeeded so the clocks
// are comparable), when the clock-free non-draining-queue run began (`standing_since`),
// and the last-jump instant for the shared cooldown. Wall-clock runs (T1.4), not frame
// counts — the detectors' sensitivity must not scale with fps or repeat cadence.
let mut stale_since: Option<Instant> = None;
let mut standing_since: Option<Instant> = None;
let mut last_flush: Option<Instant> = None;
// Clock-detector health: consecutive clock-triggered flushes that found no local backlog
// (see NOOP_FLUSH_DATAGRAMS). Reaching NOOP_CLOCK_FLUSHES_TO_DISARM turns the clock-based
@@ -737,7 +738,7 @@ pub(super) async fn run_pump(args: WorkerArgs) {
let gen = pump_clock_gen.load(Ordering::Relaxed);
if gen != seen_clock_gen {
seen_clock_gen = gen;
stale_frames = 0;
stale_since = None;
noop_clock_flushes = 0;
if !clock_detector_armed {
clock_detector_armed = true;
@@ -956,18 +957,18 @@ pub(super) async fn run_pump(args: WorkerArgs) {
// FLUSH_COOLDOWN, both suspended during a speed test (the probe MEASURES a saturated
// queue; flushing would corrupt its counters):
// * clock-based — completed frames sit > FLUSH_LATENCY behind the skew-corrected
// capture clock for FLUSH_AFTER_FRAMES straight. Needs the skew handshake, and
// capture clock continuously for FLUSH_AFTER. Needs the skew handshake, and
// also catches kernel/reassembler backlog the hand-off queue hasn't reached yet.
// * clock-free — the pre-decode hand-off queue stopped draining: its depth stayed
// ≥ QUEUE_HIGH (never falling to QUEUE_LOW) for STANDING_FRAMES straight. Works
// with no handshake / a same-clock session (where the clock path is disarmed),
// and is the direct signal that the embedder can't keep up. A transient Wi-Fi
// clump drains in a few frames and never reaches the count.
// ≥ QUEUE_HIGH (never falling to QUEUE_LOW, still high at the trip) for
// STANDING_TIME. Works with no handshake / a same-clock session (where the
// clock path is disarmed), and is the direct signal that the embedder can't
// keep up. A transient Wi-Fi clump drains within ~100 ms and never trips it.
if probe_active {
// Keep both detectors disarmed across a speed test so its (deliberately)
// saturated queue doesn't leave a primed count that fires the moment it ends.
stale_frames = 0;
standing_frames = 0;
// saturated queue doesn't leave a primed run that fires the moment it ends.
stale_since = None;
standing_since = None;
} else {
let lat_ns = if clock_offset_ns != 0 {
now_realtime_ns() + clock_offset_ns as i128 - frame.pts_ns as i128
@@ -985,23 +986,27 @@ pub(super) async fn run_pump(args: WorkerArgs) {
&& clock_offset_ns != 0
&& lat_ns > FLUSH_LATENCY.as_nanos() as i128
{
stale_frames += 1;
stale_since.get_or_insert_with(Instant::now);
} else {
stale_frames = 0;
stale_since = None;
}
let depth = frames.depth();
if depth >= QUEUE_HIGH {
standing_frames += 1;
standing_since.get_or_insert_with(Instant::now);
} else if depth <= QUEUE_LOW {
standing_frames = 0;
standing_since = None;
}
let clock_behind = stale_frames >= FLUSH_AFTER_FRAMES;
let queue_behind = standing_frames >= STANDING_FRAMES;
// The queue trip additionally requires the depth to still be high NOW, so
// a run that started ≥ high but is hovering in the hysteresis band (a
// clump mid-drain) never fires on elapsed time alone.
let clock_behind = stale_since.is_some_and(|t| t.elapsed() >= FLUSH_AFTER);
let queue_behind = depth >= QUEUE_HIGH
&& standing_since.is_some_and(|t| t.elapsed() >= STANDING_TIME);
if (clock_behind || queue_behind)
&& last_flush.is_none_or(|t| t.elapsed() >= FLUSH_COOLDOWN)
{
stale_frames = 0;
standing_frames = 0;
stale_since = None;
standing_since = None;
last_flush = Some(Instant::now());
flush_in_window = true; // strongest "link can't hold the rate" signal
let flushed = session.flush_backlog().unwrap_or(0);