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This commit is contained in:
Aiden
2026-05-12 02:08:48 +10:00
parent e0ca548ef5
commit 4ea829af85
11 changed files with 534 additions and 7 deletions

View File

@@ -37,6 +37,8 @@ Included now:
- async PBO readback
- latest-N system-memory frame exchange
- rendered-frame warmup
- background Slang compile of `shaders/happy-accident`
- render-thread-only GL commit once compiled shader source is ready
- compact telemetry
- non-GL frame-exchange tests
@@ -85,7 +87,7 @@ Press Enter to stop.
The app prints one line per second:
```text
renderFps=59.9 scheduleFps=59.9 free=7 completed=1 scheduled=4 completedPollMisses=0 scheduleFailures=0 completions=119 late=0 dropped=0 decklinkBuffered=4 scheduleCallMs=0.0
renderFps=59.9 scheduleFps=59.9 free=7 completed=1 scheduled=4 completedPollMisses=0 scheduleFailures=0 completions=119 late=0 dropped=0 shaderCommitted=1 shaderFailures=0 decklinkBuffered=4 scheduleCallMs=0.0
```
Healthy first-run signs:
@@ -97,9 +99,25 @@ Healthy first-run signs:
- `decklinkBuffered` stays near 4 when available
- `late` and `dropped` do not increase continuously
- `scheduleFailures` does not increase
- `shaderCommitted` becomes `1` after the background Happy Accident compile completes
- `shaderFailures` remains `0`
`completedPollMisses` means the DeckLink scheduling thread woke up before a completed frame was available. It is not a DeckLink playout underrun by itself. Treat it as healthy polling noise when `scheduled`, `decklinkBuffered`, `late`, `dropped`, and `scheduleFailures` remain stable.
## Runtime Slang Shader Test
On startup the app begins compiling `shaders/happy-accident` on a background thread.
The render thread keeps drawing the simple motion renderer while Slang compiles. It only attempts the OpenGL shader compile/link once a complete GLSL fragment shader is ready. If either the Slang build or GL commit fails, the app keeps rendering the simple motion fallback.
Successful handoff signs:
- console prints `Runtime shader committed: happy-accident`
- telemetry shows `shaderCommitted=1`
- output changes from the simple motion pattern to the Happy Accident shader
- render/schedule cadence remains near 60 fps during and after the handoff
- DeckLink buffer remains stable
## Baseline Result
Date: 2026-05-12

View File

@@ -106,7 +106,7 @@ public:
return false;
}
mTelemetry.Start(mFrameExchange, mOutput, mOutputThread);
mTelemetry.Start(mFrameExchange, mOutput, mOutputThread, mRenderThread);
mStarted = true;
return true;
}

View File

@@ -5,10 +5,13 @@
#include "../platform/HiddenGlWindow.h"
#include "Bgra8ReadbackPipeline.h"
#include "GLExtensions.h"
#include "RuntimeShaderRenderer.h"
#include "SimpleMotionRenderer.h"
#include <algorithm>
#include <iostream>
#include <thread>
#include <windows.h>
RenderThread::RenderThread(SystemFrameExchange& frameExchange, Config config) :
mFrameExchange(frameExchange),
@@ -83,12 +86,14 @@ void RenderThread::ThreadMain()
}
SimpleMotionRenderer renderer;
RuntimeShaderRenderer runtimeShaderRenderer;
Bgra8ReadbackPipeline readback;
if (!renderer.InitializeGl(mConfig.width, mConfig.height) || !readback.Initialize(mConfig.width, mConfig.height, mConfig.pboDepth))
{
SignalStartupFailure("Render pipeline initialization failed.");
return;
}
mSlangCompiler.StartHappyAccidentBuild();
RenderCadenceClock clock(mConfig.frameDurationMilliseconds);
uint64_t frameIndex = 0;
@@ -114,7 +119,13 @@ void RenderThread::ThreadMain()
continue;
}
if (!readback.RenderAndQueue(frameIndex, [&renderer](uint64_t index) { renderer.RenderFrame(index); }))
TryCommitReadyRuntimeShader(runtimeShaderRenderer);
if (!readback.RenderAndQueue(frameIndex, [this, &renderer, &runtimeShaderRenderer](uint64_t index) {
if (runtimeShaderRenderer.HasProgram())
runtimeShaderRenderer.RenderFrame(index, mConfig.width, mConfig.height);
else
renderer.RenderFrame(index);
}))
{
std::lock_guard<std::mutex> lock(mMetricsMutex);
++mMetrics.pboQueueMisses;
@@ -143,7 +154,9 @@ void RenderThread::ThreadMain()
}
readback.Shutdown();
runtimeShaderRenderer.ShutdownGl();
renderer.ShutdownGl();
mSlangCompiler.Stop();
window.ClearCurrent();
mRunning.store(false, std::memory_order_release);
}
@@ -179,3 +192,34 @@ void RenderThread::CountAcquireMiss()
std::lock_guard<std::mutex> lock(mMetricsMutex);
++mMetrics.acquireMisses;
}
void RenderThread::TryCommitReadyRuntimeShader(RuntimeShaderRenderer& runtimeShaderRenderer)
{
RuntimeSlangShaderBuild build;
if (!mSlangCompiler.TryConsume(build))
return;
if (!build.succeeded)
{
std::cout << "Runtime Slang build failed: " << build.message << "\n";
OutputDebugStringA(("Runtime Slang build failed: " + build.message + "\n").c_str());
std::lock_guard<std::mutex> lock(mMetricsMutex);
++mMetrics.shaderBuildFailures;
return;
}
std::string commitError;
if (!runtimeShaderRenderer.CommitFragmentShader(build.fragmentShaderSource, commitError))
{
std::cout << "Runtime shader GL commit failed: " << commitError << "\n";
OutputDebugStringA(("Runtime shader GL commit failed: " + commitError + "\n").c_str());
std::lock_guard<std::mutex> lock(mMetricsMutex);
++mMetrics.shaderBuildFailures;
return;
}
std::cout << "Runtime shader committed: " << build.shaderId << ". " << build.message << "\n";
OutputDebugStringA(("Runtime shader committed: " + build.shaderId + ". " + build.message + "\n").c_str());
std::lock_guard<std::mutex> lock(mMetricsMutex);
++mMetrics.shaderBuildsCommitted;
}

View File

@@ -1,6 +1,8 @@
#pragma once
#include "RenderCadenceClock.h"
#include "../runtime/RuntimeSlangShaderCompiler.h"
#include "RuntimeShaderRenderer.h"
#include <atomic>
#include <condition_variable>
@@ -31,6 +33,8 @@ public:
uint64_t pboQueueMisses = 0;
uint64_t clockOverruns = 0;
uint64_t skippedFrames = 0;
uint64_t shaderBuildsCommitted = 0;
uint64_t shaderBuildFailures = 0;
};
RenderThread(SystemFrameExchange& frameExchange, Config config);
@@ -51,9 +55,11 @@ private:
void CountRendered();
void CountCompleted();
void CountAcquireMiss();
void TryCommitReadyRuntimeShader(RuntimeShaderRenderer& runtimeShaderRenderer);
SystemFrameExchange& mFrameExchange;
Config mConfig;
RuntimeSlangShaderCompiler mSlangCompiler;
std::thread mThread;
std::atomic<bool> mStopping{ false };
std::atomic<bool> mRunning{ false };

View File

@@ -0,0 +1,214 @@
#include "RuntimeShaderRenderer.h"
#include <array>
#include <cstring>
#include <string>
namespace
{
constexpr GLuint kGlobalParamsBindingPoint = 0;
const char* kVertexShaderSource = R"GLSL(
#version 430 core
out vec2 vTexCoord;
void main()
{
vec2 positions[3] = vec2[3](
vec2(-1.0, -1.0),
vec2( 3.0, -1.0),
vec2(-1.0, 3.0));
vec2 texCoords[3] = vec2[3](
vec2(0.0, 0.0),
vec2(2.0, 0.0),
vec2(0.0, 2.0));
gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
vTexCoord = texCoords[gl_VertexID];
}
)GLSL";
struct GlobalParamsStd140
{
float time = 0.0f;
float pad0 = 0.0f;
float inputResolution[2] = {};
float outputResolution[2] = {};
float utcTimeSeconds = 0.0f;
float utcOffsetSeconds = 0.0f;
float startupRandom = 0.37f;
float frameCount = 0.0f;
float mixAmount = 1.0f;
float bypass = 0.0f;
int sourceHistoryLength = 0;
int temporalHistoryLength = 0;
int feedbackAvailable = 0;
float speed = 1.0f;
float scale = 1.0f;
float raySteps = 77.0f;
float intensity = 1.0f;
float sourceMix = 0.0f;
float pad1[3] = {};
};
}
RuntimeShaderRenderer::~RuntimeShaderRenderer()
{
ShutdownGl();
}
bool RuntimeShaderRenderer::CommitFragmentShader(const std::string& fragmentShaderSource, std::string& error)
{
if (fragmentShaderSource.empty())
{
error = "Cannot commit an empty fragment shader.";
return false;
}
if (!EnsureStaticGlResources(error))
return false;
GLuint vertexShader = 0;
GLuint fragmentShader = 0;
GLuint program = 0;
if (!CompileShader(GL_VERTEX_SHADER, kVertexShaderSource, vertexShader, error))
return false;
if (!CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource.c_str(), fragmentShader, error))
{
glDeleteShader(vertexShader);
return false;
}
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
GLint linkResult = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
std::array<char, 4096> log = {};
GLsizei length = 0;
glGetProgramInfoLog(program, static_cast<GLsizei>(log.size()), &length, log.data());
error = std::string(log.data(), static_cast<std::size_t>(length));
glDeleteProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return false;
}
const GLuint globalParamsIndex = glGetUniformBlockIndex(program, "GlobalParams");
if (globalParamsIndex != GL_INVALID_INDEX)
glUniformBlockBinding(program, globalParamsIndex, kGlobalParamsBindingPoint);
glUseProgram(program);
const GLint videoInputLocation = glGetUniformLocation(program, "gVideoInput");
if (videoInputLocation >= 0)
glUniform1i(videoInputLocation, 0);
const GLint layerInputLocation = glGetUniformLocation(program, "gLayerInput");
if (layerInputLocation >= 0)
glUniform1i(layerInputLocation, 0);
glUseProgram(0);
DestroyProgram();
mProgram = program;
mVertexShader = vertexShader;
mFragmentShader = fragmentShader;
return true;
}
void RuntimeShaderRenderer::RenderFrame(uint64_t frameIndex, unsigned width, unsigned height)
{
if (mProgram == 0)
return;
GlobalParamsStd140 params;
params.time = static_cast<float>(frameIndex) / 60.0f;
params.inputResolution[0] = static_cast<float>(width);
params.inputResolution[1] = static_cast<float>(height);
params.outputResolution[0] = static_cast<float>(width);
params.outputResolution[1] = static_cast<float>(height);
params.frameCount = static_cast<float>(frameIndex);
glViewport(0, 0, static_cast<GLsizei>(width), static_cast<GLsizei>(height));
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glBindBuffer(GL_UNIFORM_BUFFER, mGlobalParamsBuffer);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(params), &params);
glBindBufferBase(GL_UNIFORM_BUFFER, kGlobalParamsBindingPoint, mGlobalParamsBuffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindVertexArray(mVertexArray);
glUseProgram(mProgram);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindVertexArray(0);
}
void RuntimeShaderRenderer::ShutdownGl()
{
DestroyProgram();
DestroyStaticGlResources();
}
bool RuntimeShaderRenderer::EnsureStaticGlResources(std::string& error)
{
if (mVertexArray == 0)
glGenVertexArrays(1, &mVertexArray);
if (mGlobalParamsBuffer == 0)
{
glGenBuffers(1, &mGlobalParamsBuffer);
glBindBuffer(GL_UNIFORM_BUFFER, mGlobalParamsBuffer);
glBufferData(GL_UNIFORM_BUFFER, static_cast<GLsizeiptr>(sizeof(GlobalParamsStd140)), nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
if (mVertexArray == 0 || mGlobalParamsBuffer == 0)
{
error = "Failed to create runtime shader GL resources.";
return false;
}
return true;
}
bool RuntimeShaderRenderer::CompileShader(GLenum shaderType, const char* source, GLuint& shader, std::string& error) const
{
shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compileResult = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
if (compileResult != GL_FALSE)
return true;
std::array<char, 4096> log = {};
GLsizei length = 0;
glGetShaderInfoLog(shader, static_cast<GLsizei>(log.size()), &length, log.data());
error = std::string(log.data(), static_cast<std::size_t>(length));
glDeleteShader(shader);
shader = 0;
return false;
}
void RuntimeShaderRenderer::DestroyProgram()
{
if (mProgram != 0)
glDeleteProgram(mProgram);
if (mVertexShader != 0)
glDeleteShader(mVertexShader);
if (mFragmentShader != 0)
glDeleteShader(mFragmentShader);
mProgram = 0;
mVertexShader = 0;
mFragmentShader = 0;
}
void RuntimeShaderRenderer::DestroyStaticGlResources()
{
if (mGlobalParamsBuffer != 0)
glDeleteBuffers(1, &mGlobalParamsBuffer);
if (mVertexArray != 0)
glDeleteVertexArrays(1, &mVertexArray);
mGlobalParamsBuffer = 0;
mVertexArray = 0;
}

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@@ -0,0 +1,32 @@
#pragma once
#include "GLExtensions.h"
#include <cstdint>
#include <string>
class RuntimeShaderRenderer
{
public:
RuntimeShaderRenderer() = default;
RuntimeShaderRenderer(const RuntimeShaderRenderer&) = delete;
RuntimeShaderRenderer& operator=(const RuntimeShaderRenderer&) = delete;
~RuntimeShaderRenderer();
bool CommitFragmentShader(const std::string& fragmentShaderSource, std::string& error);
bool HasProgram() const { return mProgram != 0; }
void RenderFrame(uint64_t frameIndex, unsigned width, unsigned height);
void ShutdownGl();
private:
bool EnsureStaticGlResources(std::string& error);
bool CompileShader(GLenum shaderType, const char* source, GLuint& shader, std::string& error) const;
void DestroyProgram();
void DestroyStaticGlResources();
GLuint mProgram = 0;
GLuint mVertexShader = 0;
GLuint mFragmentShader = 0;
GLuint mVertexArray = 0;
GLuint mGlobalParamsBuffer = 0;
};

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@@ -0,0 +1,148 @@
#include "RuntimeSlangShaderCompiler.h"
#include "ShaderCompiler.h"
#include "ShaderTypes.h"
#include <chrono>
#include <filesystem>
#include <iostream>
namespace
{
ShaderParameterDefinition FloatParam(const std::string& id, double defaultValue)
{
ShaderParameterDefinition parameter;
parameter.id = id;
parameter.label = id;
parameter.type = ShaderParameterType::Float;
parameter.defaultNumbers.push_back(defaultValue);
return parameter;
}
std::filesystem::path FindRepoRoot()
{
std::filesystem::path current = std::filesystem::current_path();
for (;;)
{
if (std::filesystem::exists(current / "shaders" / "happy-accident" / "shader.slang") &&
std::filesystem::exists(current / "runtime" / "templates" / "shader_wrapper.slang.in"))
{
return current;
}
const std::filesystem::path parent = current.parent_path();
if (parent.empty() || parent == current)
return std::filesystem::current_path();
current = parent;
}
}
}
RuntimeSlangShaderCompiler::~RuntimeSlangShaderCompiler()
{
Stop();
}
void RuntimeSlangShaderCompiler::StartHappyAccidentBuild()
{
if (mRunning.load(std::memory_order_acquire))
return;
if (mThread.joinable())
mThread.join();
{
std::lock_guard<std::mutex> lock(mMutex);
mReadyBuild = RuntimeSlangShaderBuild();
}
mRunning.store(true, std::memory_order_release);
mThread = std::thread([this]() {
RuntimeSlangShaderBuild build = BuildHappyAccident();
{
std::lock_guard<std::mutex> lock(mMutex);
mReadyBuild = std::move(build);
mReadyBuild.available = true;
}
mRunning.store(false, std::memory_order_release);
});
}
void RuntimeSlangShaderCompiler::Stop()
{
if (mThread.joinable())
mThread.join();
mRunning.store(false, std::memory_order_release);
}
bool RuntimeSlangShaderCompiler::TryConsume(RuntimeSlangShaderBuild& build)
{
std::lock_guard<std::mutex> lock(mMutex);
if (!mReadyBuild.available)
return false;
build = std::move(mReadyBuild);
mReadyBuild = RuntimeSlangShaderBuild();
return true;
}
RuntimeSlangShaderBuild RuntimeSlangShaderCompiler::BuildHappyAccident() const
{
RuntimeSlangShaderBuild build;
build.shaderId = "happy-accident";
try
{
const std::filesystem::path repoRoot = FindRepoRoot();
const std::filesystem::path shaderDir = repoRoot / "shaders" / "happy-accident";
const std::filesystem::path runtimeBuildDir = repoRoot / "runtime" / "generated" / "render-cadence-compositor";
ShaderPackage shaderPackage;
shaderPackage.id = "happy-accident";
shaderPackage.displayName = "Happy Accident";
shaderPackage.entryPoint = "shadeVideo";
shaderPackage.directoryPath = shaderDir;
shaderPackage.shaderPath = shaderDir / "shader.slang";
shaderPackage.manifestPath = shaderDir / "shader.json";
shaderPackage.parameters.push_back(FloatParam("speed", 1.0));
shaderPackage.parameters.push_back(FloatParam("scale", 1.0));
shaderPackage.parameters.push_back(FloatParam("raySteps", 77.0));
shaderPackage.parameters.push_back(FloatParam("intensity", 1.0));
shaderPackage.parameters.push_back(FloatParam("sourceMix", 0.0));
ShaderPassDefinition pass;
pass.id = "main";
pass.entryPoint = shaderPackage.entryPoint;
pass.sourcePath = shaderPackage.shaderPath;
pass.outputName = "output";
shaderPackage.passes.push_back(pass);
ShaderCompiler compiler(
repoRoot,
runtimeBuildDir / "happy_accident_wrapper.slang",
runtimeBuildDir / "happy_accident.generated.glsl",
runtimeBuildDir / "happy_accident.patched.glsl",
0);
std::string error;
const auto start = std::chrono::steady_clock::now();
if (!compiler.BuildPassFragmentShaderSource(shaderPackage, pass, build.fragmentShaderSource, error))
{
build.succeeded = false;
build.message = error.empty() ? "Happy Accident Slang compile failed." : error;
return build;
}
const auto end = std::chrono::steady_clock::now();
const double milliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(end - start).count();
build.succeeded = true;
build.message = "Happy Accident Slang compile completed in " + std::to_string(milliseconds) + " ms.";
return build;
}
catch (const std::exception& exception)
{
build.succeeded = false;
build.message = exception.what();
return build;
}
}

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@@ -0,0 +1,37 @@
#pragma once
#include <atomic>
#include <mutex>
#include <string>
#include <thread>
struct RuntimeSlangShaderBuild
{
bool available = false;
bool succeeded = false;
std::string shaderId;
std::string fragmentShaderSource;
std::string message;
};
class RuntimeSlangShaderCompiler
{
public:
RuntimeSlangShaderCompiler() = default;
RuntimeSlangShaderCompiler(const RuntimeSlangShaderCompiler&) = delete;
RuntimeSlangShaderCompiler& operator=(const RuntimeSlangShaderCompiler&) = delete;
~RuntimeSlangShaderCompiler();
void StartHappyAccidentBuild();
void Stop();
bool TryConsume(RuntimeSlangShaderBuild& build);
bool Running() const { return mRunning.load(std::memory_order_acquire); }
private:
RuntimeSlangShaderBuild BuildHappyAccident() const;
std::thread mThread;
std::atomic<bool> mRunning{ false };
std::mutex mMutex;
RuntimeSlangShaderBuild mReadyBuild;
};

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@@ -24,6 +24,8 @@ struct CadenceTelemetrySnapshot
uint64_t completions = 0;
uint64_t displayedLate = 0;
uint64_t dropped = 0;
uint64_t shaderBuildsCommitted = 0;
uint64_t shaderBuildFailures = 0;
bool deckLinkBufferedAvailable = false;
uint64_t deckLinkBuffered = 0;
double deckLinkScheduleCallMilliseconds = 0.0;
@@ -78,6 +80,20 @@ public:
return snapshot;
}
template <typename SystemFrameExchange, typename OutputThread, typename RenderThread>
CadenceTelemetrySnapshot Sample(
const SystemFrameExchange& exchange,
const DeckLinkOutput& output,
const OutputThread& outputThread,
const RenderThread& renderThread)
{
CadenceTelemetrySnapshot snapshot = Sample(exchange, output, outputThread);
const auto renderMetrics = renderThread.GetMetrics();
snapshot.shaderBuildsCommitted = renderMetrics.shaderBuildsCommitted;
snapshot.shaderBuildFailures = renderMetrics.shaderBuildFailures;
return snapshot;
}
private:
using Clock = std::chrono::steady_clock;

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@@ -31,18 +31,18 @@ public:
Stop();
}
template <typename SystemFrameExchange, typename OutputThread>
void Start(const SystemFrameExchange& exchange, const DeckLinkOutput& output, const OutputThread& outputThread)
template <typename SystemFrameExchange, typename OutputThread, typename RenderThread>
void Start(const SystemFrameExchange& exchange, const DeckLinkOutput& output, const OutputThread& outputThread, const RenderThread& renderThread)
{
if (mRunning)
return;
mStopping = false;
mThread = std::thread([this, &exchange, &output, &outputThread]() {
mThread = std::thread([this, &exchange, &output, &outputThread, &renderThread]() {
CadenceTelemetry telemetry;
while (!mStopping)
{
std::this_thread::sleep_for(mConfig.interval);
Print(telemetry.Sample(exchange, output, outputThread));
Print(telemetry.Sample(exchange, output, outputThread, renderThread));
}
});
mRunning = true;
@@ -70,6 +70,8 @@ private:
<< " completions=" << snapshot.completions
<< " late=" << snapshot.displayedLate
<< " dropped=" << snapshot.dropped
<< " shaderCommitted=" << snapshot.shaderBuildsCommitted
<< " shaderFailures=" << snapshot.shaderBuildFailures
<< " decklinkBuffered=";
if (snapshot.deckLinkBufferedAvailable)
std::cout << snapshot.deckLinkBuffered;