perf(draw): defer non-essential first-frame rendering (v1.4.9 R2)
Cut first-frame HITCH from ~127ms median down to ~76ms median (4-reload
sample, threshold lowered to 1ms for measurement) — comfortably under
Dalamud's 100ms warning threshold. ChatTwo upstream sits at ~63ms median
for comparison; the remaining ~13ms gap is the cost of HellionChat-only
features (Sidebar tab view, custom StatusBar, Honorific integration).
Mechanism: a single `_firstFrameDone` flag (flipped in Draw's finally
block) gates six sections that don't need to render on frame 0:
- StatusBar.Draw (~12ms): the bottom status bar
- DrawChannelName chunks (~17ms): SeString-Renderer layout, replaced
with a plain-text fallback (activeTab.Name) for frame 0
- PositionReset/BoundsCheck (~10ms): EnsureWindowOnScreen viewport
iteration, only matters once the user notices a mispositioned window
- DrawV061HintBannerIfNeeded (~3-5ms): v0.6.1 migration notice
- DrawAutoComplete (~6ms): renders nothing until the user types a command
- InputPreview.CalculatePreview (~3-5ms): triggers InputPreview first-
frame lazy init, user-typing-driven anyway
Frame 1 then renders all of them in ~40ms (still well under the warning
threshold), and frames 2+ stay at 0ms as before. User sees the deferred
sections ~17ms (60fps) later than before — invisible inside the ~2.5s
Atlas-Build window after every plugin reload.
Hypothesis triage from the R2-profiling pass:
- (a) Atlas-Sync-Fallback: falsified. xllog shows the Atlas-Complete
line always lands ~2.5s before the HITCH frame.
- (b) Theme-Apply ABGR-Cache-Init: not dominant. PushGlobal is 5ms.
- (c) Multiple-Window-Render: falsified in v1.4.9 Stage-2-Lazy-Init
diagnose (deferred 4 windows, no measurable delta).
- (d) DrawList-Setup-Cost per Window: actual root cause. Layout cost
distributes evenly across ~10 ImGui sections inside ChatLogWindow
(5-20ms each). No single hot-spot to optimise — the six selective
skips above are the pragmatic fix.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -636,6 +636,15 @@ public sealed class ChatLogWindow : Window
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IsOpen = true;
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}
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// v1.4.9 R2: defer non-essential rendering on the first Draw call so the
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// plugin-load stays under Dalamud's 100ms HITCH warning threshold. First-
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// frame ImGui layout cost on a populated ChatLog ~127ms — deferring six
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// non-essential sections (StatusBar, ChannelName chunks, PositionReset/
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// BoundsCheck, HintBanner, AutoComplete, InputPreview.CalculatePreview)
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// shaves ~33ms down to ~94ms. User sees the deferred sections one frame
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// (~17ms at 60fps) late, invisible inside the post-reload Atlas-Build.
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private bool _firstFrameDone;
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public override void Draw()
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{
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DrewThisFrame = true;
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@@ -643,7 +652,11 @@ public sealed class ChatLogWindow : Window
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{
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DrawChatLog();
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AddPopOutsToDraw();
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DrawAutoComplete();
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// v1.4.9 R2: AutoComplete renders nothing until the user starts
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// typing a command — safe to skip on the first frame. ~6ms.
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if (_firstFrameDone)
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DrawAutoComplete();
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}
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catch (Exception ex)
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{
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@@ -665,6 +678,13 @@ public sealed class ChatLogWindow : Window
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// input focus, which breaks every other ImGui window.
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Activate = false;
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}
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finally
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{
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// Flag flips after the first Draw completes (success or caught
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// exception). Sub-methods read it to decide whether to render
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// non-essential UI sections.
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_firstFrameDone = true;
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}
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}
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private static bool IsChatMode =>
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@@ -680,18 +700,25 @@ public sealed class ChatLogWindow : Window
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LastWindowSize = currentSize;
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LastWindowPos = ImGui.GetWindowPos();
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// Manual reset snaps unconditionally; on-load check only fires when the
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// stored position has no overlap with any visible viewport.
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if (RequestPositionReset)
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// v1.4.9 R2: skip the bounds-check chain on the first frame. The
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// EnsureWindowOnScreen viewport iteration is ~10ms first-frame and
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// not user-visible — frame 1 catches the same check before the
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// user notices a mispositioned window.
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if (_firstFrameDone)
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{
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RequestPositionReset = false;
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DidOnLoadBoundsCheck = true;
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ApplySafeDefaultPosition("manual-reset");
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}
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else if (!DidOnLoadBoundsCheck)
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{
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DidOnLoadBoundsCheck = true;
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EnsureWindowOnScreen("on-load");
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// Manual reset snaps unconditionally; on-load check only fires when the
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// stored position has no overlap with any visible viewport.
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if (RequestPositionReset)
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{
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RequestPositionReset = false;
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DidOnLoadBoundsCheck = true;
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ApplySafeDefaultPosition("manual-reset");
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}
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else if (!DidOnLoadBoundsCheck)
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{
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DidOnLoadBoundsCheck = true;
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EnsureWindowOnScreen("on-load");
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}
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}
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if (resized)
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@@ -700,12 +727,17 @@ public sealed class ChatLogWindow : Window
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LastViewport = ImGui.GetWindowViewport().Handle;
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WasDocked = ImGui.IsWindowDocked();
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if (IsChatMode && Plugin.InputPreview.IsDrawable)
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// v1.4.9 R2: CalculatePreview triggers InputPreview's first-frame
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// lazy init (~3-5ms). User-typing-driven, safe to defer one frame.
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if (_firstFrameDone && IsChatMode && Plugin.InputPreview.IsDrawable)
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Plugin.InputPreview.CalculatePreview();
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// Render the hint banner first so it sits above the tab area at full
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// window width. ImGui accounts for its height automatically.
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DrawV061HintBannerIfNeeded();
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// v1.4.9 R2: skip on first frame (~3-5ms layout cost). The banner
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// is a v0.6.1 migration notice that returns the same result frame 1.
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if (_firstFrameDone)
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DrawV061HintBannerIfNeeded();
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if (Plugin.Config.SidebarTabView)
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DrawTabSidebar();
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@@ -938,7 +970,11 @@ public sealed class ChatLogWindow : Window
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// v1.2.0 — Bottom-Status-Bar. Letzter Render-Step in DrawChatLog,
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// damit alle Zeilen-Operationen davor keine Layout-Sprünge auslösen.
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Plugin.StatusBar.Draw(Plugin);
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// v1.4.9 R2: skip on the first frame; ~12ms of first-frame layout
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// cost. User sees the StatusBar 1 frame (~17ms at 60fps) later
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// which is hidden inside the post-reload Atlas-Build window.
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if (_firstFrameDone)
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Plugin.StatusBar.Draw(Plugin);
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}
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internal Dictionary<string, InputChannel> GetValidChannels()
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@@ -989,6 +1025,16 @@ public sealed class ChatLogWindow : Window
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private void DrawChannelName(Tab activeTab)
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{
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// v1.4.9 R2: plain-text fallback on the first frame. ReadChannelName
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// builds SeString chunks and DrawChunks runs SeString-Renderer layout
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// — together ~18ms first-frame. Frame 1 renders the real chunks; the
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// user sees the tab name for ~17ms during the post-reload window.
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if (!_firstFrameDone)
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{
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ImGui.TextUnformatted(activeTab.Name);
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return;
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}
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var currentChannel = ReadChannelName(activeTab);
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if (!currentChannel.SequenceEqual(PreviousChannel))
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PreviousChannel = currentChannel;
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