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Show the frame generation input and output rate on the Mango HUD - #705
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FrameRating has shown "30 → 60" since frame generation landed, but the Mango Style HUD only ever showed the game's own rate, so turning frame generation on left its FPS row reading 30 while the panel was presenting 60. Sample the renderer's presented and generated counters the same way FrameRating does, over the same one second window with the same quarter second minimum span, and reuse FrameRating.OutputFrameSource so XServerDisplayActivity hands both HUDs the same source. syncFrameGenerationHud now feeds whichever of the two exists, and runs again when a HUD is created so one turned on mid-session is wired up too. The row keeps the HUD's table layout: the input rate is a right-aligned four-character cell followed by a divider glyph, and the output rate stays in the existing FPS cell, tinted with the same accent FrameRating uses for generated frames. The prefix width is reserved in computeLayoutLocked only while frame generation is producing frames, so columns stay aligned and the panel does not resize per tick. DroidSansMono has no U+2192, so the glyph falls back to "->" when the mono face cannot render the arrow.
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FrameRating has shown "30 → 60" since frame generation landed, but the Mango Style HUD only ever showed the game's own rate, so turning frame generation on left its FPS row reading 30 while the panel was presenting 60.
Sample the renderer's presented and generated counters the same way FrameRating does, over the same one second window with the same quarter second minimum span, and reuse FrameRating.OutputFrameSource so XServerDisplayActivity hands both HUDs the same source. syncFrameGenerationHud now feeds whichever of the two exists, and runs again when a HUD is created so one turned on mid-session is wired up too.
The row keeps the HUD's table layout: the input rate is a right-aligned four-character cell followed by a divider glyph, and the output rate stays in the existing FPS cell, tinted with the same accent FrameRating uses for generated frames. The prefix width is reserved in computeLayoutLocked only while frame generation is producing frames, so columns stay aligned and the panel does not resize per tick. DroidSansMono has no U+2192, so the glyph falls back to "->" when the mono face cannot render the arrow.