New rules based order
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This commit is contained in:
Aiden
2026-05-12 02:35:15 +10:00
parent c0d7e84495
commit 511b67c9bc
18 changed files with 772 additions and 150 deletions

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@@ -4,6 +4,8 @@ This app is the modular version of the working DeckLink render-cadence probe.
Its job is to prove the production-facing foundation before the current compositor's shader/runtime/control features are ported over.
Before adding features here, read the guardrails in [Render Cadence Golden Rules](../../docs/RENDER_CADENCE_GOLDEN_RULES.md).
## Architecture
```text
@@ -40,13 +42,18 @@ Included now:
- background Slang compile of `shaders/happy-accident`
- app-owned submission of a completed shader artifact
- render-thread-only GL commit once the artifact is ready
- manifest-driven stateless single-pass shader packages
- default float, vec2, color, boolean, enum, and trigger parameters
- compact telemetry
- non-GL frame-exchange tests
Intentionally not included yet:
- DeckLink input
- shader package rendering
- multipass shader rendering
- temporal/history/feedback shader storage
- texture/LUT asset upload
- text-parameter rasterization
- runtime state
- OSC/API control
- preview
@@ -83,6 +90,14 @@ build\vs2022-x64-debug\Debug\RenderCadenceCompositor.exe
Press Enter to stop.
To test a different compatible shader package:
```powershell
build\vs2022-x64-debug\Debug\RenderCadenceCompositor.exe --shader solid-color
```
Use `--no-shader` to keep the simple motion fallback only.
## Expected Telemetry
The app prints one line per second:
@@ -107,13 +122,22 @@ Healthy first-run signs:
## Runtime Slang Shader Test
On startup the app begins compiling `shaders/happy-accident` on a background thread owned by the app orchestration layer.
On startup the app begins compiling the selected shader package on a background thread owned by the app orchestration layer. The default is `shaders/happy-accident`.
The render thread keeps drawing the simple motion renderer while Slang compiles. It does not choose packages, launch Slang, or track build lifecycle. It only receives a completed shader artifact and attempts the OpenGL shader compile/link at a frame boundary. If either the Slang build or GL commit fails, the app keeps rendering the simple motion fallback.
Current runtime shader support is deliberately limited to stateless single-pass packages:
- one pass only
- no temporal history
- no feedback storage
- no texture/LUT assets yet
- no text parameters yet
- manifest defaults are used for parameters
- `gVideoInput` and `gLayerInput` are bound to a small fallback source texture until DeckLink input is added
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