Move input polling to its own thread; fixed-width fast-changing UI numbers
Input thread: controller polling, pad publishing, and rumble forwarding were driven by the render loop, so a low/synced frame rate throttled how often guest input reached the game. New InputWorker owns the InputSource and runs poll + IPC publish + rumble on a dedicated ~1 kHz thread, independent of rendering. The UI thread reads a copy-safe InputSnapshot for the Controllers panel and relays the Steam-Input request/active/failed state to/from the worker (Steam init/shutdown now happen on the worker thread). IpcServer gained a mutex so the worker's publish() / hook_status() can't race the UI thread starting/stopping the shared-memory channel (use-after-unmap); InjectionPanel::test_input_ is now atomic. ControllersPanel::draw takes an InputSnapshot instead of the live InputSource. Fixed-width numbers: fast-changing readouts (menu-bar FPS/ms, Video pipeline rates + latency + graph legend, controller poll rates + round-trip sticks, audio buffered ms + frames/s) printed with %.0f etc., so they shifted/blurred as values crossed digit thresholds (99 -> 100) each frame. Padded them to fixed field widths so they stay put. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -145,7 +145,9 @@ float draw_main_menu_bar(UiState& ui, const FrameStats& stats)
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// Right-aligned performance readout: stable FPS with the frame-time spread
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// (min/max over the last second) so stutter is visible at a glance.
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char perf[96];
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std::snprintf(perf, sizeof(perf), "%.0f FPS %.2f ms (%.2f-%.2f)", stats.fps(), stats.avg_ms(),
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// Fixed field widths so the readout doesn't jitter/blur as values cross digit
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// thresholds (e.g. 99 -> 100) each frame.
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std::snprintf(perf, sizeof(perf), "%4.0f FPS %6.2f ms (%6.2f-%6.2f)", stats.fps(), stats.avg_ms(),
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stats.min_ms(), stats.max_ms());
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const float text_w = ImGui::CalcTextSize(perf).x;
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ImGui::SameLine(ImGui::GetWindowWidth() - text_w - ImGui::GetStyle().FramePadding.x * 2.0f);
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