docs update
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@@ -26,7 +26,7 @@ InputFrameMailbox
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SystemFrameExchange
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owns Free / Rendering / Completed / Scheduled slots
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preserves completed output frames once they are waiting for playout
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preserves completed output frames as a bounded FIFO reserve once they are waiting for playout
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protects scheduled frames until DeckLink completion
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DeckLinkOutputThread
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@@ -52,8 +52,9 @@ Included now:
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- bounded three-frame input warmup before render cadence starts
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- render-thread-owned input texture upload
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- async PBO readback
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- latest-N system-memory frame exchange
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- bounded FIFO system-memory frame exchange
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- bounded completed-frame output preroll reserve before DeckLink playback, with DeckLink scheduled depth still targeted at four
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- conservative DeckLink schedule-lead telemetry and recovery
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- background Slang compile of `shaders/happy-accident`
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- app-owned display/render layer model for shader build readiness
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- app-owned submission of a completed shader artifact
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@@ -266,7 +267,7 @@ The app samples telemetry once per second.
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Normal cadence samples are available through `GET /api/state` and are not printed to the console. The telemetry monitor only logs health events:
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- warning when DeckLink late/dropped-frame counters increase
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- warning when DeckLink late/dropped-frame counters increase, including schedule lead and recovery count
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- warning when schedule failures increase
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- error when the app/DeckLink output buffer is starved
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@@ -285,8 +286,14 @@ Input telemetry:
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- `renderFrameMaxMs`: maximum observed render-thread draw duration for this process
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- `readbackQueueMs`: time spent queueing the most recent async BGRA8 PBO readback
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- `completedReadbackCopyMs`: time spent mapping/copying the most recent completed readback into system-memory frame storage
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- `completedDrops`: completed unscheduled system-memory frames dropped; expected to stay flat in the cadence compositor output path
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- `completedDrops`: oldest completed unscheduled system-memory frames dropped because the bounded completed reserve overflowed; this is an app-side reserve drop, not a DeckLink dropped-frame report
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- `acquireMisses`: times render/readback could not acquire a writable system-memory frame slot; completed frames waiting for playout are preserved instead of being displaced
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- `deckLinkScheduleLeadAvailable`: whether DeckLink schedule-lead telemetry was available for the latest sample
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- `deckLinkScheduleLeadFrames`: estimated distance between the DeckLink playback cursor and the next scheduled stream time
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- `deckLinkPlaybackFrameIndex`: latest sampled DeckLink playback frame index
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- `deckLinkNextScheduleFrameIndex`: next stream frame index the app intends to schedule
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- `deckLinkPlaybackStreamTime`: latest sampled DeckLink playback stream time in DeckLink time units
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- `deckLinkScheduleRealignments`: conservative schedule-cursor recoveries triggered by late/drop pressure or dangerously low lead
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- `inputConsumeMisses`: render ticks where no ready input frame was available to upload
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- `inputUploadMisses`: input texture upload attempts that reused the previous GL input texture
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- `inputReadyFrames`: ready input frames currently queued in `InputFrameMailbox`
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@@ -303,7 +310,7 @@ Input telemetry:
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- `inputUnsupportedFrames`: input frames rejected before mailbox submission
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- `inputSubmitMisses`: input frames that could not be submitted to the mailbox
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Runtime shaders continue rendering when input is missing. If no mailbox frame has been uploaded yet, shader samplers use the runtime fallback source texture; once DeckLink input is flowing, shaders such as CRT and trigger-ripple sample the real/latest input through `gVideoInput`.
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Runtime shaders continue rendering when input is missing. If no mailbox frame has been uploaded yet, shader samplers use the runtime fallback source texture; once DeckLink input is flowing, shaders such as CRT and trigger-ripple sample the current input through `gVideoInput`.
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Healthy first-run signs:
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@@ -312,6 +319,8 @@ Healthy first-run signs:
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- `scheduleFps` is close to the selected cadence after warmup
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- `scheduled` stays near 4
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- `decklinkBuffered` stays near 4 when available
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- `deckLinkScheduleLeadFrames` remains positive and stable when available
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- `deckLinkScheduleRealignments` does not increase continuously
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- `late` and `dropped` do not increase continuously
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- `scheduleFailures` does not increase
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- `shaderCommitted` becomes `1` after the background Happy Accident compile completes
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@@ -386,6 +395,7 @@ Read:
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- render cadence and DeckLink schedule cadence both held roughly 60 fps
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- app scheduled depth stayed at 4
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- actual DeckLink buffered depth stayed at 4
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- DeckLink schedule lead remained positive during healthy playback
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- no late frames, dropped frames, or schedule failures were observed
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- completed poll misses were benign because playout remained fully fed
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@@ -406,7 +416,7 @@ This app keeps the same core behavior but splits it into modules that can grow:
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- `platform/`: COM/Win32/hidden GL context support
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- `render/`: cadence thread, clock, and simple renderer
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- `frames/InputFrameMailbox`: non-blocking bounded FIFO CPU input handoff with contiguous-copy fast path for matching row strides
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- `render/InputFrameTexture`: render-thread-owned upload of the latest CPU input frame into GL, including raw UYVY8 decode into the shader-visible input texture
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- `render/InputFrameTexture`: render-thread-owned upload of the currently acquired CPU input frame into GL, including raw UYVY8 decode into the shader-visible input texture
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- `render/readback/`: PBO-backed BGRA8 readback and completed-frame publication
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- `render/runtime/RuntimeRenderScene`: render-thread-owned GL scene for ready runtime shader layers
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- `render/runtime/RuntimeShaderPrepareWorker`: shared-context runtime shader program compile/link worker
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