graphics: display: implement dynamic target fps

This commit is contained in:
2026-03-09 10:16:02 +01:00
parent c77ecc9a19
commit f0d7968843
3 changed files with 32 additions and 11 deletions

View File

@@ -46,15 +46,13 @@ pub async fn render(spi: AnySpi<'static>, dma: AnyGdmaChannel<'static>, gpio: An
info!("Rendering started! {}ms since boot", Instant::now().as_millis());
controls.notify_render_is_running(true);
// TODO: The prediction engine should be able to scale the display FPS down for power saving sometimes
const FPS: u64 = 30;
const RENDER_BUDGET: Duration = Duration::from_millis(1000 / FPS);
let mut requested_fps= controls.fps() as u64;
let mut render_budget = Duration::from_millis(1000 / requested_fps);
const ANIMATION_TPS: u64 = 120;
const ANIMATION_FRAME_TIME: Duration = Duration::from_millis(1000 / ANIMATION_TPS);
loop {
// FIXME: need to put the rendering loop into a deep sleep when the display is off
let start = Instant::now();
output.blank();
@@ -70,13 +68,20 @@ pub async fn render(spi: AnySpi<'static>, dma: AnyGdmaChannel<'static>, gpio: An
let render_duration = Instant::now() - start;
let next_fps = controls.fps() as u64;
if next_fps != requested_fps {
requested_fps = next_fps;
render_budget = Duration::from_millis(1000 / requested_fps);
info!("FPS changed to {requested_fps}");
}
if !controls.is_on() {
warn!("Renderer is sleeping zzzz");
controls.notify_render_is_running(false);
output.blank();
output.commit_async().await.expect("Failed to commit low power frame");
wdt.disable();
controls.wait_until_display_is_on().await;
controls.wait_until_display_is_turned_on().await;
wdt.feed();
wdt.enable();
warn!("Renderer is awake !!!!");
@@ -84,12 +89,11 @@ pub async fn render(spi: AnySpi<'static>, dma: AnyGdmaChannel<'static>, gpio: An
}
// Apply the FPS cap where we sleep if we are rendering fast enough
if render_duration < RENDER_BUDGET {
let remaining_budget = RENDER_BUDGET - render_duration;
if render_duration < render_budget {
let remaining_budget = render_budget - render_duration;
Timer::after(remaining_budget).await;
} else {
// Otherwise, we have a problem
// TODO: Automatically scale FPS back when this happens
warn!("Render stall! Frame took {}ms", render_duration.as_millis());
// Kick the scheduler since it took so long
Timer::after_ticks(1).await;

View File

@@ -94,6 +94,7 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
if let Prediction::SetPersonality(personality) = event { match personality {
Personality::Active => {
// FIXME: These should be a Off/Low/High enum, so the stopping brake looks different from the dayrunning brake.
self.display.set_fps(DEFAULT_FPS);
warn!("Active personality: Turning on safety lights");
TURN_ON_FAST.apply([
&mut self.brakelight,
@@ -106,6 +107,7 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
&mut self.brakelight,
&mut self.headlight
]).await;
self.display.set_fps(LOW_POWER_FPS);
},
Personality::Sleeping => {
warn!("Sleeping personality: Safety UI is going to sleep");
@@ -113,6 +115,7 @@ impl<S: Debug + Surface<Uniforms = Uniforms, CoordinateSpace = SegmentSpace, Pix
},
Personality::Waking => {
warn!("Waking personality: Waking up safety UI");
self.display.set_fps(DEFAULT_FPS);
self.wake().await;
},
} }