fix: wake render thread directly to stop FPS drop during touch input#538
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maxjivi05 wants to merge 2 commits into
Open
fix: wake render thread directly to stop FPS drop during touch input#538maxjivi05 wants to merge 2 commits into
maxjivi05 wants to merge 2 commits into
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requestRenderCoalesced() routed every game-frame compositor wakeup through the UI thread (mainHandler.post -> Choreographer.postFrameCallback). During touchscreen interaction the UI thread is saturated dispatching MotionEvents, so these wakeups fired late and the coalescing latch collapsed multiple guest presents into one, dropping displayed FPS. Wake the VkRenderer thread directly via xServerView.requestRender(). The render loop still coalesces (one draw per iteration) and native FIFO present still paces to vsync, so the UI-thread/Choreographer hop was redundant as well as harmful. Removes the now-unused mainHandler/renderRequested fields and Handler/Choreographer imports.
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requestRenderCoalesced() routed every game-frame compositor wakeup through the UI thread (mainHandler.post -> Choreographer.postFrameCallback). During touchscreen interaction the UI thread is saturated dispatching MotionEvents, so these wakeups fired late and the coalescing latch collapsed multiple guest presents into one, dropping displayed FPS.
Wake the VkRenderer thread directly via xServerView.requestRender(). The render loop still coalesces (one draw per iteration) and native FIFO present still paces to vsync, so the UI-thread/Choreographer hop was redundant as well as harmful. Removes the now-unused mainHandler/renderRequested fields and Handler/Choreographer imports.