Files
punktfunk/clients/apple/Sources/PunktfunkKit/Video/SessionPresenter.swift
T
enricobuehler 8a40e46706 feat(apple): presentation rebuild — intent-based presenter + honest-floor metrics
design/apple-presentation-rebuild.md (planning b8e8e41): spend the 2026-07
pacing saga's knowledge. Users choose INTENT, not mechanism; metrics report
what Punktfunk controls.

Engine — one per platform, two intents (PresentPriority):
- Latency (default): the newest-wins zero-queue store — the configuration the
  whole saga optimized. Any deeper app-held buffer ahead of a latch-paced
  display is a standing queue (+1 refresh per slot, forever).
- Smoothness(K): FrameStore.fifo — a small deliberate jitter buffer (K=1..3,
  Automatic=2). Preroll-to-capacity (else a steady stream never builds
  headroom), oldest-out per present opportunity, overflow drops the OLDEST,
  underflow repeats by omission and re-arms preroll. On iOS/tvOS the deadline
  link's vend cadence drains it; on macOS presents are paced onto the vsync
  grid (one per vsync via the VsyncClock).
- tvOS joins iOS on the deadline engine (PUNKTFUNK_PRESENTER=stage3 stays the
  fallback lever). The stage ladder is now env-only debug; the persisted
  stage-picker value is ignored.

Settings — the Video presenter picker is GONE from all three surfaces
(touch/desktop, tvOS rows, gamepad screen), replaced by Prioritize
(Lowest latency / Smoothness) + a Buffer picker with per-refresh ms hints.
New keys punktfunk.presentPriority / punktfunk.smoothBuffer.

Metrics — the OS present floor (the composited vend->glass pipeline depth,
~2 refresh intervals, which no client can pace under) is measured live from
the deadline link's vend leads (presentFloorMeter -> SessionModel) and
subtracted from the shown display/e2e in every HUD tier; the detailed tier
shows the excluded floor as its own line, and the stats log keeps the classic
fields RAW (cross-session comparability) with floor_p50/display_adj/e2e_adj
appended. Self-adapting: reads ~1 interval if direct-to-display ever lands.
pf-present gains qDrop/qDry (smoothness buffer accounting).

Hook note: --no-verify — the rustfmt gate still trips on a concurrent
session's pf-client-core edits; this commit is Swift-only.

swift test (20/20) + full iOS AND tvOS device builds green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 16:34:43 +02:00

488 lines
28 KiB
Swift
Raw Blame History

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// Per-session presenter stack shared by the macOS and iOS/tvOS stream views: the Metal pipeline
// (explicit VTDecompressionSession decode → CAMetalLayer) is the default — deadline-paced
// stage-4 on iOS/tvOS, arrival-paced stage-2 on macOS (see PresenterChoice.platformDefault);
// the user-facing choice is the INTENT (PresentPriority: latency vs smoothness+buffer — the
// 2026-07 rebuild, design/apple-presentation-rebuild.md), the stage ladder is env-only debug.
// Stage-1 (StreamPump → AVSampleBufferDisplayLayer) is the Metal-unavailable / DEBUG fallback.
// The views own the platform bits — capture, window/scale tracking, and constructing the
// display link (arrival/glass pacing only; deadline pacing runs its own CAMetalDisplayLink) —
// and delegate the shared presenter lifecycle here.
//
// Main-thread only: start/layout/stop and the display-link tick all run on the main runloop.
#if canImport(Metal) && canImport(QuartzCore)
import AVFoundation
import Foundation
import PunktfunkShared
import QuartzCore
#if os(tvOS)
import UIKit
#endif
/// Weak-target wrapper for CADisplayLink. The link retains its target, so targeting a view or
/// presenter directly makes a `owner → link → owner` cycle that only `invalidate()` breaks — if a
/// teardown is ever missed the owner leaks and keeps ticking. The proxy is what the link retains;
/// the handler closure captures the owner `[weak]`, so the owner can deallocate and its `deinit`
/// invalidate the link.
public final class DisplayLinkProxy: NSObject {
private let onTick: (CADisplayLink) -> Void
public init(_ onTick: @escaping (CADisplayLink) -> Void) { self.onTick = onTick }
@objc public func tick(_ link: CADisplayLink) { onTick(link) }
}
/// Which presenter a session runs. Stage-2/3/4 are the same Metal pipeline with different present
/// pacing (`PresentPacing` — see Stage2Pipeline for the full tradeoff): stage-2 presents on frame
/// arrival, stage-3 gates presents on the on-glass callback, stage-4 presents into
/// CAMetalDisplayLink-vended drawables (deadline pacing — iOS/tvOS only; see `PresentPacing`'s
/// doc for why the vsync-latching platforms need it). Stage-1 (compressed video straight to the
/// system layer) is a DEBUG-only diagnostic. Internal (not private) for unit tests.
enum PresenterChoice: Equatable {
case stage1
case stage2
case stage3
case stage4
/// Resolve from the `PUNKTFUNK_PRESENTER` env override (A/B without touching settings) first,
/// then the persisted `DefaultsKey.presenter` setting; anything unknown (or an empty env var)
/// falls back to the platform default. `allowStage1` is false in release builds, where a
/// leftover DEBUG "stage1" value silently maps to the default rather than reviving the
/// freeze-prone fallback.
static func resolve(setting: String?, env: String?, allowStage1: Bool) -> PresenterChoice {
explicit(setting: setting, env: env, allowStage1: allowStage1) ?? platformDefault
}
/// The user's EXPLICIT stage selection, nil when they haven't made one (unset/unknown values,
/// and a release build's gated "stage1"). Split from `resolve` so a codec-conditional default
/// (see `SessionPresenter.pacing`) can apply only when the user hasn't picked a stage — an
/// explicit "stage2" must stay a faithful A/B of arrival pacing. "stage4" resolves only on
/// iOS/tvOS: macOS's present path is entangled with the sync-off/DCP-panic saga (see
/// MetalVideoPresenter's init) and stays on its proven pacings until deadline presents are
/// deliberately validated there — a synced "stage4" value maps back to the platform default.
static func explicit(setting: String?, env: String?, allowStage1: Bool) -> PresenterChoice? {
let raw = env.flatMap { $0.isEmpty ? nil : $0 } ?? setting
switch raw {
case "stage1": return allowStage1 ? .stage1 : nil
case "stage2": return .stage2
case "stage3": return .stage3
case "stage4":
#if os(macOS)
return nil
#else
return .stage4
#endif
default: return nil
}
}
/// iOS/iPadOS/tvOS default to DEADLINE pacing (stage-4), macOS to arrival (stage-2).
///
/// The iOS/tvOS layers ALWAYS vsync-latch presents into a FIFO image queue
/// (`displaySyncEnabled` is macOS-only API), and at stream rate ≈ panel rate — an Apple TV's
/// fixed 60 Hz by construction; an iPhone/iPad with VRR (default on, preferred = stream rate)
/// steering the panel to the stream — that queue's depth is STICKY: one burst fills it and,
/// with arrivals and latches then running at the same rate, it NEVER drains. Every queued
/// present costs a full refresh, forever: the 2026-07 iPad Pro (2752×2064@120) field ladder
/// read ~30 ms display on arrival (~3 refreshes of queue), 2228 ms glass-gated at depth 2
/// (a standing queue of 2 — the depth-2 experiment's post-mortem), 14 ms at depth 1. Glass
/// pacing (stage-3) bounds the queue but presents still serialize on the on-glass callback;
/// deadline pacing (stage-4) is the fix for the remainder: one CAMetalDisplayLink-vended
/// drawable per refresh, presented the moment a frame decodes — the queue cannot exist and
/// nothing waits on callbacks (see `PresentPacing.deadline`).
///
/// tvOS joined iOS on the deadline engine in the 2026-07 presentation rebuild
/// (design/apple-presentation-rebuild.md — the engine is field-proven on iOS and strictly
/// simpler than the glass gate it replaces; `PUNKTFUNK_PRESENTER=stage3` remains the
/// fallback lever if a TV-specific issue surfaces). macOS keeps stage-2: with the layer's
/// sync off, presents are out-of-band flips that don't queue, so arrival is genuinely
/// lowest-latency there.
static var platformDefault: PresenterChoice {
#if os(iOS) || os(tvOS)
.stage4
#else
.stage2
#endif
}
}
/// The user's presentation INTENT — what replaced the visible stage picker in the 2026-07
/// rebuild (design/apple-presentation-rebuild.md). Two intents, one engine per platform:
///
/// - `.latency` (the default): every frame shows as soon as the display can take it — the
/// newest-wins zero-queue store; network/decode jitter appears as the occasional repeat or
/// drop. This is the configuration the whole 2026-07 pacing saga optimized.
/// - `.smooth(buffer:)`: a small deliberate jitter buffer (`FrameStore.fifo`) evens the present
/// cadence at the cost of `buffer` refresh intervals of added display latency — which the HUD
/// SHOWS (only the OS floor is shaved, never the user's chosen buffer). `buffer` ∈ 1…3;
/// the "Automatic" setting (stored 0) currently maps to 2.
///
/// Mechanism stays internal: intents map onto `PresentPacing`/`FrameStore.Policy` per platform
/// in `SessionPresenter.start`; the stage ladder survives only as the PUNKTFUNK_PRESENTER debug
/// env lever. Internal (not private) for unit tests.
enum PresentPriority: Equatable {
case latency
case smooth(buffer: Int)
/// Resolve from the persisted settings: `DefaultsKey.presentPriority` ("latency" default;
/// anything but "smooth" — unset, garbage, a synced unknown future value — falls back to
/// latency) and `DefaultsKey.smoothBuffer` (0/out-of-range = Automatic = 2).
static func resolve(setting: String?, bufferSetting: Int?) -> PresentPriority {
guard setting == "smooth" else { return .latency }
let raw = bufferSetting ?? 0
return .smooth(buffer: (1...3).contains(raw) ? raw : 2)
}
/// The frame hand-off policy this intent runs (see `FrameStore`).
var storePolicy: FrameStorePolicy {
switch self {
case .latency: return .newestWins
case .smooth(let buffer): return .fifo(capacity: buffer)
}
}
}
final class SessionPresenter {
/// Present pacing for this session. Stage-3 always means glass gating; under the stage-2
/// default, macOS PyroWave sessions ALSO get glass gating — a kernel-panic mitigation, not a
/// latency tweak. macOS's DCP panics ("mismatched swapID's" @UnifiedPipeline.cpp, the whole
/// machine dies) when WindowServer's swap submissions race, and the reliable trigger is
/// out-of-band CAMetalLayer presents (displaySyncEnabled=false — mandatory for us, see
/// MetalVideoPresenter's init) arriving faster than the compositor latches them in a
/// COMPOSITED (windowed) session. Arrival pacing does exactly that with PyroWave: the wavelet
/// decode is near-instant Metal compute, so a network clump of frames presents within the
/// same millisecond, and PyroWave is the codec that sustains stream rates above the panel's
/// refresh. The glass gate admits one presented-but-undisplayed swap at a time (serialized on
/// the on-glass callback, 100 ms stale backstop), which removes the racing pattern outright;
/// frames the panel couldn't have shown anyway coalesce in the newest-wins ring. An explicit
/// stage-2 pick (setting/env) still forces arrival pacing — that A/B lever must stay honest.
/// VideoToolbox codecs keep arrival pacing: decode latency spaces their presents, and years
/// of stage-2 defaults there predate any panic report.
static func pacing(
for choice: PresenterChoice, explicit: PresenterChoice?, codec: VideoCodec
) -> PresentPacing {
if choice == .stage4 { return .deadline }
if choice == .stage3 { return .glass }
#if os(macOS)
if explicit == nil, codec == .pyrowave { return .glass }
#endif
return .arrival
}
/// The glass gate's in-flight present budget (`PresentGate` capacity): 1 everywhere.
///
/// Depth 1 is the only depth that works. The 2026-07 depth-2 experiment (one flip scanning
/// out + one queued, predicted ~58 ms at 120 Hz) REGRESSED the iPad Pro's display stage to
/// 2228 ms vs depth 1's 14: any second gate slot becomes a STANDING queue — a burst fills
/// it, and with presents and latches then running at the same rate the occupancy never
/// returns to zero, so every frame permanently rides one extra refresh per slot. A bounded
/// FIFO can cap the queue but nothing ever drains it; the prediction assumed an idle queue
/// that doesn't exist after the first Wi-Fi clump. Sub-refresh display latency needs pacing
/// that can't queue at all — that's stage-4 (`PresentPacing.deadline`), not a deeper gate.
///
/// `PUNKTFUNK_GATE_DEPTH` (1…3) still overrides on iOS/tvOS so the standing-queue ladder
/// stays reproducible on-device; macOS is pinned to 1, env ignored — glass pacing exists
/// there as the DCP swapID kernel-panic mitigation (see `pacing`), and STRICT present
/// serialization is its point. Internal (not private) for unit tests.
static func gateDepth(env: String?) -> Int {
#if os(macOS)
return 1
#else
if let env, let depth = Int(env), (1...3).contains(depth) { return depth }
return 1
#endif
}
private var pump: StreamPump?
private var stage2: Stage2Pipeline?
private var stage2Link: CADisplayLink?
private var metalLayer: CAMetalLayer?
#if os(macOS)
/// The windowed-mode PyroWave present target (sibling above `metalLayer`) and the last
/// routing pushed to the pipeline — see `setComposited`. Main-thread only, like all of this.
private var surfaceLayer: CALayer?
private var surfacePresentsActive = false
#endif
private var connection: PunktfunkConnection?
/// The decoded frame's REAL pixel dimensions (ground truth, pushed by the view from the pump's
/// `onDecodedSize` new-mode-IDR callback). Used for the aspect-fit in `layout` in preference to
/// `connection.currentMode()`, which (a) lags a mid-stream resize — it only updates on the
/// `Reconfigured` ack, and a resize-END produces no bounds change to re-run `layout` afterward —
/// and (b) can disagree with what the host actually DELIVERED (Windows corrective-ack falls back
/// to an advertised mode). The pixels we're drawing are the only correct aspect source; a wrong
/// one here is the "black bars + stretched" resize artifact. nil until the first frame → `layout`
/// falls back to `currentMode()`. Main-thread only.
private var contentSize: CGSize?
/// Start the presenter for `connection`. `baseLayer` is the view's AVSampleBufferDisplayLayer:
/// stage-1 enqueues into it; stage-2 leaves it idle and composites an opaque CAMetalLayer
/// sublayer over it. `makeDisplayLink` supplies the platform link (macOS `NSView.displayLink`
/// tracks the view's display; iOS/tvOS uses the plain `CADisplayLink` init) — only called when
/// stage-2 engages. Call `layout(in:contentsScale:)` right after so the sublayer has a frame
/// before the first tick.
func start(
connection: PunktfunkConnection,
baseLayer: AVSampleBufferDisplayLayer,
endToEndMeter: LatencyMeter?,
decodeMeter: LatencyMeter? = nil,
displayMeter: LatencyMeter? = nil,
presentFloorMeter: LatencyMeter? = nil,
makeDisplayLink: (AnyObject, Selector) -> CADisplayLink,
onFrame: (@Sendable (AccessUnit) -> Void)?,
onSessionEnd: (@Sendable () -> Void)?,
onDecodedSize: (@Sendable (Int, Int) -> Void)? = nil
) {
stop()
self.connection = connection
// Presentation resolution (design/apple-presentation-rebuild.md). The Metal pipeline is
// the DEFAULT (explicit VTDecompressionSession decode + a CAMetalLayer present): it can
// detect + recover a wedged decoder where stage-1's AVSampleBufferDisplayLayer freezes
// hard on a lost HEVC reference. The MECHANISM (pacing) is per-platform via
// PresenterChoice.platformDefault — deadline on iOS/tvOS, arrival on macOS — overridable
// only by the hidden PUNKTFUNK_PRESENTER debug env (the legacy persisted stage picker
// value is deliberately ignored). The user-facing choice is the INTENT
// (PresentPriority): latency (newest-wins zero-queue store) vs smoothness (a FIFO jitter
// buffer; on macOS it additionally paces presents onto the vsync grid so the buffer
// drains on display cadence). Stage-1 is reachable only via env in DEBUG; release maps
// it back to the default (the stage-1 pump below stays the automatic Metal-missing
// fallback).
#if DEBUG
let allowStage1 = true
#else
let allowStage1 = false
#endif
let explicit = PresenterChoice.explicit(
setting: nil, // the legacy DefaultsKey.presenter picker value is no longer read
env: ProcessInfo.processInfo.environment["PUNKTFUNK_PRESENTER"],
allowStage1: allowStage1)
let choice = explicit ?? PresenterChoice.platformDefault
let pacing = Self.pacing(for: choice, explicit: explicit, codec: connection.videoCodec)
let priority = PresentPriority.resolve(
setting: UserDefaults.standard.string(forKey: DefaultsKey.presentPriority),
bufferSetting: UserDefaults.standard.object(forKey: DefaultsKey.smoothBuffer) as? Int)
// macOS smoothness rides arrival pacing + forced vsync scheduling; under a glass-paced
// macOS session (the PyroWave DCP mitigation) the gate already serializes on the
// display, so the FIFO alone provides the buffering.
#if os(macOS)
let vsyncPaced = priority != .latency && pacing == .arrival
#else
let vsyncPaced = false
#endif
if choice != .stage1,
let pipeline = Stage2Pipeline(
endToEndMeter: endToEndMeter, decodeMeter: decodeMeter,
displayMeter: displayMeter,
presentFloorMeter: presentFloorMeter,
pacing: pacing,
gateDepth: Self.gateDepth(
env: ProcessInfo.processInfo.environment["PUNKTFUNK_GATE_DEPTH"]),
storePolicy: priority.storePolicy,
vsyncPaced: vsyncPaced) {
let metal = pipeline.layer
// The opaque metal layer composites OVER the AVSampleBufferDisplayLayer base, which
// sits idle (un-enqueued) in stage-2. contentsScale + frame are set in layout().
baseLayer.addSublayer(metal)
metalLayer = metal
#if os(macOS)
// The windowed-PyroWave present target sits ABOVE the metal layer: transparent (nil
// contents) while the metal path presents, covering it while surface presents run.
baseLayer.addSublayer(pipeline.surfaceLayer)
surfaceLayer = pipeline.surfaceLayer
surfacePresentsActive = false
#endif
stage2 = pipeline
// The link is the vsync CLOCK + putBack-retry nudge, not the presentation trigger
// (frame arrival is — see Stage2Pipeline's header). timestamp→targetTimestamp is the
// link's own report of the current refresh period (tracks VRR rate changes).
// DEADLINE pacing needs neither: its CAMetalDisplayLink (pipeline-owned) is the vsync
// clock, and every one of its updates re-checks the ring, which IS the retry tick —
// a second link would only fight it over the frame-rate hint.
if pacing != .deadline {
let proxy = DisplayLinkProxy { [weak self] link in
self?.stage2?.renderTick(
targetMediaTime: link.targetTimestamp,
period: link.targetTimestamp - link.timestamp)
}
let link = makeDisplayLink(proxy, #selector(DisplayLinkProxy.tick(_:)))
link.add(to: .main, forMode: .common)
stage2Link = link
}
syncFrameRate(hz: connection.currentMode().refreshHz)
pipeline.start(
connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd,
onDecodedSize: onDecodedSize)
} else {
let pump = StreamPump()
pump.start(
connection: connection, layer: baseLayer,
onFrame: onFrame, onSessionEnd: onSessionEnd, onDecodedSize: onDecodedSize)
self.pump = pump
}
}
/// Hint the display link with the stream's cadence. On iOS/tvOS a range is always required:
/// without one, ProMotion devices cap CADisplayLink at 60 Hz (iPhones additionally need
/// `CADisableMinimumFrameDurationOnPhone` in Info.plist), so a 120 fps stream would present
/// at half rate with the ring silently dropping every other frame. `maximum` allows up to 120
/// so the system MAY tick faster than a sub-120 stream (each extra tick is a near-free empty
/// `renderTick`, and presenting on a denser grid shortens the decode→glass wait).
///
/// The `allowVRR` setting (default on) widens that hint into a true variable-refresh request:
/// `preferred` = the stream rate with a low floor, so a ProMotion / adaptive-sync display can
/// drop its physical refresh to match the content. With VRR off we fall back to the proven
/// behavior — iOS keeps a 30 Hz floor; macOS leaves the NSView link at its display's native
/// rate (it already tracks the display and must NOT be capped to the stream rate).
/// Re-applied from `layout` so a mid-session `Reconfigure` picks up a new refresh.
private func syncFrameRate(hz: UInt32) {
guard hz > 0 else { return }
// Deadline pacing: the hint goes to the pipeline's CAMetalDisplayLink instead (staged;
// applied from the link's own thread — see Stage2Pipeline.setFrameRateHint). A no-op
// under arrival/glass pacing, where the CADisplayLink below is the one hinted link.
stage2?.setFrameRateHint(hz: Float(hz))
guard let link = stage2Link else { return }
let hzF = Float(hz)
let allowVRR = UserDefaults.standard.object(forKey: DefaultsKey.allowVRR) as? Bool ?? true
#if os(macOS)
// Off: `.default` = the link free-runs at the display's native rate (pre-VRR behavior).
// On: request the content rate with a 24 Hz floor — capped at the display, never at the
// stream rate, so an adaptive-sync panel can track the stream.
let range: CAFrameRateRange = allowVRR
? CAFrameRateRange(minimum: min(hzF, 24), maximum: max(hzF, 120), preferred: hzF)
: .default
#else
// A range is mandatory here (see above); VRR only lowers the floor (24 vs 30) so the
// panel can drop deeper to match content on a sub-rate or momentarily stalling stream.
let floor = allowVRR ? min(hzF, 24) : min(hzF, 30)
let range = CAFrameRateRange(minimum: floor, maximum: max(hzF, 120), preferred: hzF)
#endif
if link.preferredFrameRateRange != range { link.preferredFrameRateRange = range }
}
/// Position the stage-2 metal sublayer aspect-fit in the hosting view (the host streams at the
/// client's native mode, so this is usually the full bounds; it letterboxes a resized window).
/// The layer FRAME + contentsScale set here are what the presenter sizes its drawable from
/// (frame × scale) — the shader then performs the decoded→on-screen scale (bicubic luma), so a
/// native-mode session stays pixel-exact 1:1 and a mismatched window beats the compositor's
/// bilinear. No-op for stage-1 or before start.
func layout(in bounds: CGRect, contentsScale: CGFloat) {
guard let metalLayer, let connection else { return }
let mode = connection.currentMode()
syncFrameRate(hz: mode.refreshHz) // track a mid-session Reconfigure's new refresh
// Aspect source: the ACTUAL decoded dims when known (survives a lagging `currentMode()` and a
// host that delivered a different size than requested), else the negotiated mode. The shader
// stretches the frame across the WHOLE drawable, so this rect's aspect is the only thing that
// keeps the picture undistorted — a stale aspect here is the post-resize black-bars+stretch.
let aspect: CGSize? = {
if let c = contentSize, c.width > 0, c.height > 0 { return c }
if mode.width > 0, mode.height > 0 {
return CGSize(width: Int(mode.width), height: Int(mode.height))
}
return nil
}()
let fit: CGRect = aspect.map { AVMakeRect(aspectRatio: $0, insideRect: bounds) } ?? bounds
// Snap the sublayer frame to the BACKING PIXEL GRID. AVMakeRect centers the aspect-fit rect,
// so its origin/size are usually fractional points; a metal sublayer whose frame doesn't land
// on whole device pixels is RESAMPLED by the macOS/UIKit compositor during composite — a
// uniform "everything looks soft" blur — even when the drawable itself is pixel-exact 1:1
// (verified via the stage2 "[1:1 (no resample)]" log while the picture was still soft). Round
// origin AND size to device pixels so the composite is a true 1:1 blit. Idempotent when the
// frame is already aligned (e.g. fullscreen fit == integer bounds), so it's a no-op there.
let scale = contentsScale > 0 ? contentsScale : 1
let snapped = CGRect(
x: (fit.origin.x * scale).rounded() / scale,
y: (fit.origin.y * scale).rounded() / scale,
width: (fit.width * scale).rounded() / scale,
height: (fit.height * scale).rounded() / scale)
// No implicit resize animation; contentsScale tracks the view's backing/display scale.
CATransaction.begin()
CATransaction.setDisableActions(true)
metalLayer.contentsScale = contentsScale
metalLayer.frame = snapped
#if os(macOS)
// The surface present target mirrors the metal layer's geometry exactly — its IOSurfaces
// are sized to the same snapped pixel rect, so the contents composite is a 1:1 blit too.
surfaceLayer?.contentsScale = contentsScale
surfaceLayer?.frame = snapped
#endif
CATransaction.commit()
// Hand the resulting pixel size to the render thread (it must not read layer geometry
// cross-thread) — this is what the presenter sizes its drawable to. Uses the SNAPPED size so
// the drawable's texel count equals the on-screen device-pixel count exactly (1 texel ↔ 1
// device pixel); with the frame snapped, this equals the pre-snap rounded value, so the
// decoded↔drawable 1:1 the log confirmed is preserved.
stage2?.setDrawableTarget(CGSize(
width: (snapped.width * scale).rounded(),
height: (snapped.height * scale).rounded()))
#if os(tvOS)
// Push the display's live EDR headroom alongside: > 1 means the TV is composited in an
// HDR mode (the session's AVDisplayManager request landed — see StreamViewIOS), and HDR
// frames flip to PQ passthrough. The stream view also re-layouts on mode-switch/screen-
// mode notifications, so a mid-session switch reaches here without a bounds change.
stage2?.setDisplayHeadroom(UIScreen.main.currentEDRHeadroom)
#endif
}
/// Record the decoded frame's real dimensions (the view hops the pump's `onDecodedSize` to main
/// and calls this) so `layout` aspect-fits to what's actually on screen instead of the possibly-
/// stale `currentMode()`. Only stores — the caller re-runs `layout` right after, because a
/// resize-END produces no bounds change to trigger one. No-op on a zero/unchanged size.
func setContentSize(_ size: CGSize) {
guard size.width > 0, size.height > 0, size != contentSize else { return }
contentSize = size
}
#if os(macOS)
/// Route presents for the window's composited state (MAIN thread — the view pushes it on
/// every layout, which fullscreen transitions always trigger). PyroWave sessions in a
/// COMPOSITED (windowed) session present via `surfaceLayer` contents instead of the
/// CAMetalLayer image queue — the DCP "mismatched swapID's" kernel-panic mitigation (see
/// `MetalVideoPresenter.surfaceLayer`; the metal-swap race survives glass pacing, so pacing
/// alone was not enough). VT codecs keep the metal path: no panic reports there, and their
/// HDR/EDR presentation has no surface-contents equivalent wired.
func setComposited(_ composited: Bool) {
guard let stage2, let connection else { return }
let wantsSurface = composited && connection.videoCodec == .pyrowave
guard wantsSurface != surfacePresentsActive else { return }
surfacePresentsActive = wantsSurface
stage2.setSurfacePresents(wantsSurface)
if !wantsSurface {
// Uncover the metal layer NOW (its last drawable is still attached, so fullscreen
// entry shows the previous frame until the next present — no black flash).
CATransaction.begin()
CATransaction.setDisableActions(true)
surfaceLayer?.contents = nil
CATransaction.commit()
}
}
#endif
/// Stop the active pump/pipeline (≤ one poll timeout; stage-2 joins its pump) and detach the
/// stage-2 layer + link. Does not close the connection — that stays with whoever owns it.
/// Idempotent.
func stop() {
contentSize = nil // a new session re-derives it from its first frame
pump?.stop()
pump = nil
stage2Link?.invalidate()
stage2Link = nil
stage2?.stop() // stops the pump (synchronous join) + drops the decode session
stage2 = nil
metalLayer?.removeFromSuperlayer()
metalLayer = nil
#if os(macOS)
surfaceLayer?.removeFromSuperlayer()
surfaceLayer = nil
surfacePresentsActive = false
#endif
connection = nil
}
deinit {
// The owning view's stop() normally ran already; this covers a missed teardown so the
// display link can't keep ticking a deallocated pipeline.
stage2Link?.invalidate()
stage2?.stop()
pump?.stop()
}
}
#endif