The player UI was choppy and slow while video played, and scrub-bar
thumbnails rarely appeared until the video was paused (worst with 4K
HDR content, whose per-frame tone-map render is expensive). The cause:
mpv's render and the plane's eglSwapBuffers ran on the GTK main thread,
which also rasters Flutter's UI and dispatches input, so every UI
repaint and pointer event waited out the video frame render.
Move the render + swap onto a dedicated plane render thread
(PlaneRenderExecutor). All Wayland protocol state stays on the main
thread: Present() splits into PreparePresent() (gates + frame-callback
request) and CompletePresent() (first-frame scale flush, ack watchdog,
mid-flight hide/rect-loss re-detach). The plugin serializes one job at
a time, defers rect application and HDR transaction starts to the job
completion so a resize never races the swap and a staged colour
transition can never pair an old-colour buffer with a new description,
and drains the worker before disposal - which is what lets
RenderToSurface render without holding native_mutex_. A worker wedged
inside a driver call is abandoned after a bounded wait and the
session's player and plane are deliberately leaked instead of freed
under it. PLEZY_PLANE_RENDER_MAIN_THREAD=1 restores the old inline
behaviour as a temporary escape hatch.
Measured in a headless-sway container with a 4K test file (llvmpipe
inflates render cost the way DV tone-mapping does on real hardware):
idle-playing UI commits went from ~354 ms to the keep-alive's ~100 ms,
and pointer reads from ~185 ms bursts back to input rate; the #2067
hide/backoff/recover log signature is byte-identical.
close#2057