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@greptile-apps please re-review. Addressed the open P1/P2 items in the latest push on this branch. |
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@greptile-apps review |
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@greptile-apps review |
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@greptile-apps review |
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Thanks! Can you rebase on main to clear the conflicts and resolve the open review threads? Then we'll take a look. |
added 8 commits
November 4, 2026 17:27
Motion-blur taps use a single texture read instead of sharpened downscale sampling; overlay backdrops refresh less often when crop and display size are stable; cropped D3D capture frames reuse a texture pool so queued frames are not overwritten.
Refactoring for blur sampling moved crop clamping into cropped_sample_uv but left sample_texture using safe_min/safe_max out of scope.
Hold the scap Direct3D frame until the encoder finishes processing the texture so pooled crop surfaces are not recycled early.
…and stop reading a private field
…set bitrate At 80 kbps the paravirtualised VideoToolbox HEVC encoder on the CI macOS VMs occasionally left a blurred camera code cell at margin 0.17, below the reader's 0.18 threshold. 138,240 bps is the Web export preset (0.08 bpp), still below the Social preset the verify exports use.
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@greptile-apps review |
…ted with Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Summary
composite-video-frame.wgslusessample_texture_blur(singletextureSampleper tap) instead of the sharpened 5-tap downscale path used for the main composite sample.TrimPool) per frame so in-flight frames are not overwritten by the next crop copy.Deferred
CAP_MUXER_BUFFER_SIZEknob (default 240) remains the primary backpressure lever; a dedicated GPU encode staging ring is left for a follow-up.Test plan


Confidence Score: 5/5
The PR appears safe to merge, with no new actionable issues found.Summary
The PR reduces motion-blur sampling work, spaces out picker backdrop captures, and pools cropped Windows capture textures.
Reviews (7) · Last reviewed commit: "fix(desktop-gpui): tie a backdrop captur..." · Reviewed by Greptile