docs: zoom preview latency boundary and measurements (M8)

Refs #295
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tylerjenningsw
2026-10-14 11:59:24 -04:00
parent 72390d7b51
commit 82d84d86b1
2 changed files with 5 additions and 3 deletions
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@@ -95,8 +95,10 @@ an idle window draws none) with the most frequent repaint requests behind them (
the autosave deadline included; egui's `context.rs` begin-pass line means input events) and what the last canvas render had to do (`canvas.renderWork`: `full`, `partial` with
the `pixels` re-rendered after a pan or an edit, or `reused`), whether the canvas shows a coarse
zoom preview or the refined image (`canvas.quality`: `preview` or `refined`) and the time from
asking for a render to the frame showing its preview and its refined image (`canvas.previewLatencyMs`,
`canvas.refineLatencyMs`; `null` until there was one). While a prototype plays, `presenter`
asking for a render to its preview and its refined image being handed to egui as the canvas
texture (`canvas.previewLatencyMs`, `canvas.refineLatencyMs`, on a monotonic clock, rendering
included in the browser too; the GPU upload and presenting the frame come after; `null` until
there was one). While a prototype plays, `presenter`
(full window) and `preview` (the preview pane) hold the player's state: the `current` frame and its
`name`, `start`, `history`, open `overlays`, how many delayed mouse triggers are `waiting`, the screen's `scroll` offset and `scrollRange`, the
`device` (and whether it is turned to `landscape`, its `deviceColor`) and the `viewport` of the frame