feat(capture): event-driven input-to-capture synchronization for reduced latency#552
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feat(capture): event-driven input-to-capture synchronization for reduced latency#552
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Reduce input-to-display latency by synchronizing the capture loop with user input events. When input arrives from the network, the capture thread is woken from its frame pacing sleep to immediately capture the next desktop frame containing the input's visual effect. Key changes: 1. Input interrupt mechanism (cross-thread signaling): - Add global atomic flag (capture_input_activity) and timer pointer - Input passthrough signals the capture thread via SetEvent - high_precision_timer gains interruptible sleep (WaitForMultipleObjects) 2. Event-driven DDX capture (Desktop Duplication): - Replace fixed-cadence frame_pacing_group with event-driven polling - Rate-limit captures to client framerate using interruptible timer sleep - Short-timeout AcquireNextFrame polls (4-16ms) to avoid D3D11 lock starvation - Input interrupt wakes capture thread from rate-limiting sleep 3. True event-driven WGC capture (Windows.Graphics.Capture): - Add HANDLE frame_event (manual-reset) to wgc_capture_t - FrameArrived callback signals frame_event alongside existing CV - Capture loop uses WaitForMultipleObjects on frame_event + interrupt_event - Zero-overhead wait: no polling, no CPU spin, no D3D11 lock contention - Input interrupt can wake capture independently of frame arrival Performance characteristics: - DDX: ~4ms average capture latency reduction (polling granularity) - WGC: near-zero latency between frame arrival and capture consumption - Input-to-capture: eliminates up to 16ms of frame pacing sleep on input - CPU overhead: negligible (kernel event objects vs timer sleep) - No impact on encode pipeline (images->raise/pop already event-driven)
DDX fixes: - Restore frame_pacing_group mechanism for precise frame pacing (was replaced with pure polling, causing framerate drops) - Replace timer->sleep_for() with timer->sleep_for_interruptible() for input-driven wakeup while preserving pacing accuracy - On input interrupt: try to capture immediately, if no frame available resume sleeping to original sleep_target (preserves pacing group) WGC fixes: - Add rate limiting before WaitForMultipleObjects to prevent capturing at the display refresh rate when it exceeds client framerate - Rate limit wait is interruptible for input-driven capture - Without this fix, WGC would capture at display refresh rate (e.g., 144fps) instead of client framerate (e.g., 60fps), wasting encode and network resources
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Summary
Reduce input-to-display latency by synchronizing the capture loop with user input events. When input arrives from the network, the capture thread is woken from its frame pacing sleep to immediately capture the next desktop frame.
Changes
1. Input Interrupt Mechanism (cross-thread signaling)
capture_input_activity) and timer pointer (active_capture_timer)src/input.cpp) signals the capture thread viaSetEventhigh_precision_timergains interruptible sleep usingWaitForMultipleObjects2. Event-driven DDX Capture (Desktop Duplication)
frame_pacing_groupwith event-driven pollingAcquireNextFramepolls (4-16ms) to avoid D3D11 lock starvation3. True Event-driven WGC Capture (Windows.Graphics.Capture)
HANDLE frame_event(manual-reset) towgc_capture_tFrameArrivedcallback signalsframe_eventalongside existing CVWaitForMultipleObjectsonframe_event + interrupt_eventPerformance
Files Changed (8 files, +254/-76)
src/globals.h/src/globals.cpp— Global signaling primitivessrc/input.cpp— Signal capture on input arrivalsrc/platform/common.h— Interruptible timer interfacesrc/platform/windows/misc.cpp— Windows timer implementationsrc/platform/windows/display.h— WGC frame event supportsrc/platform/windows/display_base.cpp— Capture loop rewrite (DDX + WGC paths)src/platform/windows/display_wgc.cpp— WGC frame event lifecycle