Phase 4 step 1
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This commit is contained in:
Aiden
2026-05-11 17:21:27 +10:00
parent ebc10a9925
commit 539fcd3351
3 changed files with 49 additions and 23 deletions

View File

@@ -195,9 +195,15 @@ bool RenderEngine::TryPresentPreview(bool force, unsigned previewFps, unsigned o
if (!TryEnterCriticalSection(&mMutex))
return false;
const bool presented = PresentPreviewOnRenderThread(outputFrameWidth, outputFrameHeight);
LeaveCriticalSection(&mMutex);
return presented;
}
bool RenderEngine::PresentPreviewOnRenderThread(unsigned outputFrameWidth, unsigned outputFrameHeight)
{
mRenderer.PresentToWindow(mHdc, outputFrameWidth, outputFrameHeight);
mLastPreviewPresentTime = std::chrono::steady_clock::now();
LeaveCriticalSection(&mMutex);
return true;
}
@@ -206,12 +212,19 @@ bool RenderEngine::TryUploadInputFrame(const VideoIOFrame& inputFrame, const Vid
if (inputFrame.hasNoInputSource || inputFrame.bytes == nullptr)
return true;
const long textureSize = inputFrame.rowBytes * static_cast<long>(inputFrame.height);
if (!TryEnterCriticalSection(&mMutex))
return false;
wglMakeCurrent(mHdc, mHglrc);
const bool uploaded = UploadInputFrameOnRenderThread(inputFrame, videoState);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
return uploaded;
}
bool RenderEngine::UploadInputFrameOnRenderThread(const VideoIOFrame& inputFrame, const VideoIOState& videoState)
{
const long textureSize = inputFrame.rowBytes * static_cast<long>(inputFrame.height);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mRenderer.TextureUploadBuffer());
@@ -224,8 +237,6 @@ bool RenderEngine::TryUploadInputFrame(const VideoIOFrame& inputFrame, const Vid
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
return true;
}
@@ -233,12 +244,17 @@ bool RenderEngine::RenderOutputFrame(const RenderPipelineFrameContext& context,
{
EnterCriticalSection(&mMutex);
wglMakeCurrent(mHdc, mHglrc);
const bool rendered = mRenderPipeline.RenderFrame(context, outputFrame);
const bool rendered = RenderOutputFrameOnRenderThread(context, outputFrame);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
return rendered;
}
bool RenderEngine::RenderOutputFrameOnRenderThread(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame)
{
return mRenderPipeline.RenderFrame(context, outputFrame);
}
bool RenderEngine::ResolveRenderFrameState(
const RenderFrameInput& input,
std::vector<OscOverlayCommitRequest>* commitRequests,
@@ -297,14 +313,11 @@ void RenderEngine::RenderLayerStack(
});
}
bool RenderEngine::ReadOutputFrameRgba(unsigned width, unsigned height, std::vector<unsigned char>& bottomUpPixels)
bool RenderEngine::ReadOutputFrameRgbaOnRenderThread(unsigned width, unsigned height, std::vector<unsigned char>& bottomUpPixels)
{
if (width == 0 || height == 0)
return false;
EnterCriticalSection(&mMutex);
wglMakeCurrent(mHdc, mHglrc);
bottomUpPixels.resize(static_cast<std::size_t>(width) * height * 4);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputFramebuffer());
glReadBuffer(GL_COLOR_ATTACHMENT0);
@@ -313,15 +326,23 @@ bool RenderEngine::ReadOutputFrameRgba(unsigned width, unsigned height, std::vec
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, bottomUpPixels.data());
glPixelStorei(GL_PACK_ALIGNMENT, 4);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
return true;
}
bool RenderEngine::CaptureOutputFrameRgbaTopDown(unsigned width, unsigned height, std::vector<unsigned char>& topDownPixels)
{
EnterCriticalSection(&mMutex);
wglMakeCurrent(mHdc, mHglrc);
const bool captured = CaptureOutputFrameRgbaTopDownOnRenderThread(width, height, topDownPixels);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
return captured;
}
bool RenderEngine::CaptureOutputFrameRgbaTopDownOnRenderThread(unsigned width, unsigned height, std::vector<unsigned char>& topDownPixels)
{
std::vector<unsigned char> bottomUpPixels;
if (!ReadOutputFrameRgba(width, height, bottomUpPixels))
if (!ReadOutputFrameRgbaOnRenderThread(width, height, bottomUpPixels))
return false;
topDownPixels.resize(bottomUpPixels.size());

View File

@@ -118,10 +118,15 @@ public:
unsigned captureTextureWidth,
VideoIOPixelFormat inputPixelFormat,
unsigned historyCap);
bool ReadOutputFrameRgba(unsigned width, unsigned height, std::vector<unsigned char>& bottomUpPixels);
bool CaptureOutputFrameRgbaTopDown(unsigned width, unsigned height, std::vector<unsigned char>& topDownPixels);
private:
bool PresentPreviewOnRenderThread(unsigned outputFrameWidth, unsigned outputFrameHeight);
bool UploadInputFrameOnRenderThread(const VideoIOFrame& inputFrame, const VideoIOState& videoState);
bool RenderOutputFrameOnRenderThread(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame);
bool ReadOutputFrameRgbaOnRenderThread(unsigned width, unsigned height, std::vector<unsigned char>& bottomUpPixels);
bool CaptureOutputFrameRgbaTopDownOnRenderThread(unsigned width, unsigned height, std::vector<unsigned char>& topDownPixels);
OpenGLRenderer mRenderer;
OpenGLRenderPass mRenderPass;
OpenGLRenderPipeline mRenderPipeline;

View File

@@ -7,12 +7,12 @@ Phase 1 named the subsystems. Phase 2 added the typed event substrate. Phase 3 m
## Status
- Phase 4 design package: proposed.
- Phase 4 implementation: not started.
- Phase 4 implementation: Step 1 started. The existing synchronous `RenderEngine` entrypoints now delegate their GL bodies to named `...OnRenderThread(...)` helpers, but no command queue or dedicated render thread exists yet.
- Current alignment: the repo has a named frame-state contract and cleaner render-state preparation, but GL work is still entered through multiple paths protected by one shared `CRITICAL_SECTION`.
Current GL ownership footholds:
- `RenderEngine` owns GL resources and the current context-binding helpers.
- `RenderEngine` owns GL resources, the current context-binding compatibility shims, and named render-thread helper methods.
- `RenderFrameInput` / `RenderFrameState` provide the frame-state contract that a render thread can consume.
- `RenderFrameStateResolver` prepares the render-facing layer state before drawing.
- `OpenGLVideoIOBridge` still calls `RenderEngine::TryUploadInputFrame(...)` from the input path and `RenderEngine::RenderOutputFrame(...)` from the output path.
@@ -64,10 +64,10 @@ The current code paths that matter most are:
| Entry point | Current behavior | Phase 4 direction |
| --- | --- | --- |
| `RenderEngine::TryUploadInputFrame(...)` | attempts to take the GL lock, binds the context, uploads input texture | enqueue latest input frame; render thread uploads |
| `RenderEngine::RenderOutputFrame(...)` | takes the GL lock, binds the context, renders, packs/readbacks output | render thread executes output frame production |
| `RenderEngine::TryPresentPreview(...)` | attempts to take the GL lock and presents preview | render thread or preview presenter consumes latest completed frame |
| `RenderEngine::CaptureOutputFrameRgbaTopDown(...)` | takes the GL lock and reads output pixels | screenshot request becomes render-thread command |
| `RenderEngine::TryUploadInputFrame(...)` | attempts to take the GL lock, binds the context, delegates upload to `UploadInputFrameOnRenderThread(...)` | enqueue latest input frame; render thread uploads |
| `RenderEngine::RenderOutputFrame(...)` | takes the GL lock, binds the context, delegates render/readback to `RenderOutputFrameOnRenderThread(...)` | render thread executes output frame production |
| `RenderEngine::TryPresentPreview(...)` | attempts to take the GL lock and delegates presentation to `PresentPreviewOnRenderThread(...)` | render thread or preview presenter consumes latest completed frame |
| `RenderEngine::CaptureOutputFrameRgbaTopDown(...)` | takes the GL lock, binds the context, delegates readback to `CaptureOutputFrameRgbaTopDownOnRenderThread(...)` | screenshot request becomes render-thread command |
| `OpenGLVideoIOBridge::UploadInputFrame(...)` | calls render upload directly | push input frame into render queue/mailbox |
| `OpenGLVideoIOBridge::RenderScheduledFrame(...)` | calls render output directly from backend path | request/consume render-produced output without callback-owned GL |
@@ -184,7 +184,7 @@ Render-thread-only methods should be private or clearly named:
- `RenderEngine::UploadInputFrameOnRenderThread(...)`
- `RenderEngine::RenderOutputFrameOnRenderThread(...)`
- `RenderEngine::CaptureOutputFrameOnRenderThread(...)`
- `RenderEngine::CaptureOutputFrameRgbaTopDownOnRenderThread(...)`
The current `TryUploadInputFrame`, `RenderOutputFrame`, `TryPresentPreview`, and `CaptureOutputFrameRgbaTopDown` methods can remain as compatibility shims during migration, but their implementations should move toward enqueue-and-wait or enqueue-and-return behavior instead of binding GL directly from the caller's thread.
@@ -214,9 +214,9 @@ Split existing direct GL methods into public request methods and private render-
Initial target:
- keep current synchronous behavior where callers need a result
- move GL bodies into clearly render-thread-owned helpers
- make future queue migration mechanical
- [x] keep current synchronous behavior where callers need a result
- [x] move GL bodies into clearly render-thread-owned helpers for upload, output render, preview presentation, and screenshot readback
- [x] make future queue migration mechanical
### Step 2. Add Render Command Queue