Some checks failed
build / build (push) Has been cancelled
0.4.9 allocated a fresh w*h*4 direct ByteBuffer on every grab() — at 1080p × 24fps that's ~192 MB/s of direct memory churn (page zero-fill + Cleaner enqueue). The decoder thread spent most of its frame budget on memory bookkeeping instead of decoding, fell behind real time, and the single-slot AtomicReference saw bursty refills that the render thread could only sample at ~5fps. Game thread was fine, only the video looked like 5fps. Replace it with one preallocated direct buffer per backend instance, filled under a short-held lock on the decoder side. Swap the pollFrame() ByteBuffer-returning API for consumeFrame(dstAddr, maxBytes) so the render thread memcpys straight from staging buffer → GPU texture pointer under the same lock — no allocation, no race window between "got buffer" and "decoder overwrote it". Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
457 B
457 B