Files
ObsidianDragon/src/ui/windows/balance_lerp.h
T
DanSandClaude Opus 5.5 575abd4bcc perf(ui): render frames on demand instead of continuously
While theme effects were on (the default) the main loop drew every
frame it could. Where vsync is off (offscreen, some drivers, remote
sessions) an idle wallet spun at ~3,000 fps, 88% of a core; with vsync
it still drew every refresh. Frames are now paced by what needs them:

- full rate while there is input, a held key, a window appearing or
  settling, a smooth scroll or the UI sweep;
- ambient (30 fps focused, 10 fps unfocused) for theme effects, the
  acrylic backdrop, avatar animations and notifications;
- progress (10 fps focused, 4 fps unfocused) for UI that changes
  without input. The updater and bootstrap downloads, console
  commands, lite-wallet operations, seed migration, the loading
  overlay and the lock-screen countdowns ask for it with
  material::RequestProgressFrame();
- otherwise idle, as before: wait for events, with a housekeeping wake
  every 2 s (5 s unfocused).

A software frame cap (0.9x the display refresh) bounds the loop where
vsync is off, and hidden, occluded or minimized windows get no ambient
frames. Reduce Motion freezes the theme-effect clock
(ThemeEffects::setMotionFrozen), so it needs no ambient frames either.

The displayed-balance roll goes through one clamped StepDisplayLerp
(balance_lerp.h). An idle-length frame pushed dt*speed past 1, so the
roll overshot, and under Reduce Motion's speed of 999 it diverged to
inf/NaN. The classic layout had its own copy of the old code.

Idle CPU, Lite build, offscreen (no vsync): 88% -> 5% of a core with
effects on, and 91% -> 3% with effects saved off (with the previous
commit).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 19:52:09 -05:00

38 lines
1.4 KiB
C++

#pragma once
#include <algorithm>
#include <cfloat>
#include <cmath>
namespace dragonx {
namespace ui {
// One step of a displayed balance rolling toward its real value. Returns true while still moving.
//
// The per-step factor dt*speed is clamped to 1, so a long frame (the main loop idles between frames,
// and dt reaches the 0.25 s clamp) lands on the target instead of overshooting: the old unclamped
// `disp += diff*dt*speed` flipped between two wrong values at dt*speed == 2 and diverged to inf/NaN
// at Reduce Motion's speed of 999. `instant` (Reduce Motion) snaps to the target. A non-finite display
// value recovers on the next step, and the relative snap keeps the roll from stalling a few ULPs short
// of large targets (>= 2^23), where `disp + diff*a` stops changing.
inline bool StepDisplayLerp(double& disp, double target, float dt, float speed, bool instant)
{
if (instant || !std::isfinite(disp) || !std::isfinite(target)) {
disp = target;
return false;
}
const double diff = target - disp;
if (diff == 0.0) return false;
const double a = std::clamp(static_cast<double>(dt) * static_cast<double>(speed), 0.0, 1.0);
const double next = disp + diff * a;
if (next == disp || std::abs(target - next) <= std::max(5e-9, 4.0 * std::abs(target) * DBL_EPSILON)) {
disp = target;
return false;
}
disp = next;
return true;
}
} // namespace ui
} // namespace dragonx