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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>
17 lines
457 B
Properties
17 lines
457 B
Properties
org.gradle.jvmargs=-Xmx2G
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org.gradle.parallel=true
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# Config cache disabled — new loom + IntelliJ aren't fully compatible yet
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org.gradle.configuration-cache=false
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# Mod
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mod_id=video_player
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mod_version=0.4.10
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maven_group=com.ejclaw.videoplayer
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archives_base_name=video_player
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# Minecraft / Fabric (26.1.2 — single target, intermediary/Yarn retired)
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minecraft_version=26.1.2
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loader_version=0.19.2
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loom_version=1.16-SNAPSHOT
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fabric_version=0.149.0+26.1.2
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