Alexandre Pasmantier a938c1c469
perf(ui): add frame rate throttling to avoid consuming unnecessary CPU resources (#473)
This adds quite a nice bump to overall UI reactiveness.
2025-04-20 18:51:27 +02:00

168 lines
5.8 KiB
Rust

use anyhow::Result;
use crossterm::terminal::{BeginSynchronizedUpdate, EndSynchronizedUpdate};
use crossterm::{execute, queue};
use ratatui::layout::Rect;
use std::io::{stderr, stdout, LineWriter};
use tracing::{debug, warn};
use tokio::sync::mpsc;
use crate::draw::Ctx;
use crate::screen::layout::Layout;
use crate::{action::Action, draw::draw, tui::Tui};
#[derive(Debug, PartialEq, PartialOrd, Ord, Eq, Clone)]
pub enum RenderingTask {
ClearScreen,
Render(Box<Ctx>),
Resize(u16, u16),
Resume,
Suspend,
Quit,
}
#[derive(Debug, Clone)]
enum IoStream {
Stdout,
BufferedStderr,
}
impl IoStream {
fn to_stream(&self) -> Box<dyn std::io::Write + Send> {
match self {
IoStream::Stdout => Box::new(stdout()),
IoStream::BufferedStderr => Box::new(LineWriter::new(stderr())),
}
}
}
#[derive(Default)]
/// The state of the UI after rendering.
///
/// This struct is returned by the UI thread to the main thread after each rendering cycle.
/// It contains information that the main thread might be able to exploit to make certain
/// decisions and optimizations.
pub struct UiState {
pub layout: Layout,
}
impl UiState {
pub fn new(layout: Layout) -> Self {
Self { layout }
}
}
/// The maximum frame rate for the UI rendering loop.
///
/// This is used to limit the frame rate of the UI rendering loop to avoid consuming
/// unnecessary CPU resources.
const MAX_FRAME_RATE: u128 = 1000 / 60; // 60 FPS
/// The main UI rendering task loop.
///
/// This function is responsible for rendering the UI based on the rendering tasks it receives from
/// the main thread via `render_rx`.
///
/// This has a handle to the main action queue `action_tx` (for things like self-triggering
/// subsequent rendering instructions) and the UI state queue `ui_state_tx` to send back the layout
/// of the UI after each rendering cycle to the main thread to help make decisions and
/// optimizations.
///
/// When starting the rendering loop, a choice is made to either render to stdout or stderr based
/// on if the output is believed to be a TTY or not.
pub async fn render(
mut render_rx: mpsc::UnboundedReceiver<RenderingTask>,
action_tx: mpsc::UnboundedSender<Action>,
ui_state_tx: mpsc::UnboundedSender<UiState>,
is_output_tty: bool,
) -> Result<()> {
let stream = if is_output_tty {
debug!("Rendering to stdout");
IoStream::Stdout.to_stream()
} else {
debug!("Rendering to stderr");
IoStream::BufferedStderr.to_stream()
};
let mut tui = Tui::new(stream)?;
debug!("Entering tui");
tui.enter()?;
let mut buffer = Vec::with_capacity(256);
let mut frame_start;
// Rendering loop
'rendering: while render_rx.recv_many(&mut buffer, 256).await > 0 {
frame_start = std::time::Instant::now();
// deduplicate events
buffer.sort_unstable();
buffer.dedup();
for event in buffer.drain(..) {
match event {
RenderingTask::ClearScreen => {
tui.terminal.clear()?;
}
RenderingTask::Render(context) => {
if let Ok(size) = tui.size() {
// Ratatui uses `u16`s to encode terminal dimensions and its
// content for each terminal cell is stored linearly in a
// buffer with a `u16` index which means we can't support
// terminal areas larger than `u16::MAX`.
if size.width.checked_mul(size.height).is_some() {
queue!(stderr(), BeginSynchronizedUpdate).ok();
tui.terminal.draw(|frame| {
match draw(&context, frame, frame.area()) {
Ok(layout) => {
if layout != context.layout {
let _ = ui_state_tx
.send(UiState::new(layout));
}
}
Err(err) => {
warn!("Failed to draw: {:?}", err);
let _ = action_tx.send(Action::Error(
format!("Failed to draw: {err:?}"),
));
}
}
})?;
execute!(stderr(), EndSynchronizedUpdate).ok();
} else {
warn!("Terminal area too large");
}
}
}
RenderingTask::Resize(w, h) => {
tui.resize(Rect::new(0, 0, w, h))?;
action_tx.send(Action::Render)?;
}
RenderingTask::Suspend => {
tui.suspend()?;
action_tx.send(Action::Resume)?;
action_tx.send(Action::ClearScreen)?;
tui.enter()?;
}
RenderingTask::Resume => {
tui.enter()?;
}
RenderingTask::Quit => {
debug!("Exiting rendering loop");
tui.exit()?;
break 'rendering;
}
}
}
// Sleep to limit the frame rate
let elapsed = frame_start.elapsed();
if elapsed.as_millis() < MAX_FRAME_RATE {
let sleep_duration = std::time::Duration::from_millis(
u64::try_from(MAX_FRAME_RATE - elapsed.as_millis())
.unwrap_or(0),
);
tokio::time::sleep(sleep_duration).await;
}
}
Ok(())
}