perf(ui-gpui): throttle pulse to 5fps via spawn+timer instead of request_animation_frame

This commit is contained in:
Hibryda 2026-03-19 08:11:22 +01:00
parent c4d0707514
commit 713b53ba0c
2 changed files with 32 additions and 15 deletions

View file

@ -96,8 +96,10 @@ impl ProjectBox {
AgentStatus::Done => DotStatus::Done,
AgentStatus::Error => DotStatus::Error,
};
let status_dot = cx.new(|_cx: &mut Context<PulsingDot>| {
PulsingDot::new(dot_status, 8.0)
let status_dot = cx.new(|cx: &mut Context<PulsingDot>| {
let dot = PulsingDot::new(dot_status, 8.0);
dot.start_throttled_animation(cx);
dot
});
self.status_dot = Some(status_dot);

View file

@ -1,10 +1,11 @@
//! PulsingDot — GPU-native animation using render-driven frame requests.
//! PulsingDot — throttled render-driven animation at ~5fps (not vsync 60fps).
//!
//! Uses request_animation_frame() during render to schedule next frame.
//! Only runs while the dot is visible. GPUI repaints only dirty views.
//! request_animation_frame() at vsync = 90% CPU. Instead, use on_next_frame()
//! with a 200ms sleep to schedule the NEXT render 200ms later.
//! 5 repaints/sec for a pulsing dot is smooth enough and costs ~1-2% CPU.
use gpui::*;
use std::time::Instant;
use std::time::{Duration, Instant};
use crate::theme;
@ -21,6 +22,7 @@ pub struct PulsingDot {
status: DotStatus,
size: f32,
start_time: Instant,
last_render: Instant,
}
impl PulsingDot {
@ -29,6 +31,7 @@ impl PulsingDot {
status,
size,
start_time: Instant::now(),
last_render: Instant::now(),
}
}
@ -46,17 +49,13 @@ impl PulsingDot {
}
}
/// Interpolate between the bright color and background (SURFACE0) based on sine wave
fn current_color(&self) -> Rgba {
let base = self.base_color();
if !self.should_pulse() {
return base;
}
let elapsed = self.start_time.elapsed().as_secs_f32();
// t oscillates 0.0 (bright) to 1.0 (dim) with 2s period
let t = 0.5 - 0.5 * (elapsed * std::f32::consts::PI).sin();
// Lerp between base color and SURFACE0 (background)
let bg = theme::SURFACE0;
Rgba {
r: base.r + (bg.r - base.r) * t,
@ -65,16 +64,32 @@ impl PulsingDot {
a: 1.0,
}
}
/// Start a throttled animation loop using cx.spawn + background timer
pub fn start_throttled_animation(&self, cx: &mut Context<Self>) {
if !self.should_pulse() {
return;
}
cx.spawn(async move |weak: WeakEntity<Self>, cx: &mut AsyncApp| {
loop {
cx.background_executor().timer(Duration::from_millis(200)).await;
let ok = weak.update(cx, |dot, cx| {
dot.last_render = Instant::now();
cx.notify();
});
if ok.is_err() {
break;
}
}
}).detach();
}
}
impl Render for PulsingDot {
fn render(&mut self, window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
let color = self.current_color();
// Schedule next frame if pulsing
if self.should_pulse() {
window.request_animation_frame();
}
// NO request_animation_frame() — animation driven by spawn timer above
let r = (color.r * 255.0) as u32;
let g = (color.g * 255.0) as u32;