Phase 4 step 1
This commit is contained in:
@@ -195,9 +195,15 @@ bool RenderEngine::TryPresentPreview(bool force, unsigned previewFps, unsigned o
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if (!TryEnterCriticalSection(&mMutex))
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return false;
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const bool presented = PresentPreviewOnRenderThread(outputFrameWidth, outputFrameHeight);
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LeaveCriticalSection(&mMutex);
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return presented;
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}
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bool RenderEngine::PresentPreviewOnRenderThread(unsigned outputFrameWidth, unsigned outputFrameHeight)
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{
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mRenderer.PresentToWindow(mHdc, outputFrameWidth, outputFrameHeight);
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mLastPreviewPresentTime = std::chrono::steady_clock::now();
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LeaveCriticalSection(&mMutex);
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return true;
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}
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@@ -206,12 +212,19 @@ bool RenderEngine::TryUploadInputFrame(const VideoIOFrame& inputFrame, const Vid
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if (inputFrame.hasNoInputSource || inputFrame.bytes == nullptr)
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return true;
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const long textureSize = inputFrame.rowBytes * static_cast<long>(inputFrame.height);
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if (!TryEnterCriticalSection(&mMutex))
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return false;
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wglMakeCurrent(mHdc, mHglrc);
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const bool uploaded = UploadInputFrameOnRenderThread(inputFrame, videoState);
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wglMakeCurrent(NULL, NULL);
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LeaveCriticalSection(&mMutex);
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return uploaded;
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}
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bool RenderEngine::UploadInputFrameOnRenderThread(const VideoIOFrame& inputFrame, const VideoIOState& videoState)
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{
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const long textureSize = inputFrame.rowBytes * static_cast<long>(inputFrame.height);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mRenderer.TextureUploadBuffer());
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@@ -224,8 +237,6 @@ bool RenderEngine::TryUploadInputFrame(const VideoIOFrame& inputFrame, const Vid
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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wglMakeCurrent(NULL, NULL);
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LeaveCriticalSection(&mMutex);
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return true;
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}
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@@ -233,12 +244,17 @@ bool RenderEngine::RenderOutputFrame(const RenderPipelineFrameContext& context,
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{
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EnterCriticalSection(&mMutex);
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wglMakeCurrent(mHdc, mHglrc);
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const bool rendered = mRenderPipeline.RenderFrame(context, outputFrame);
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const bool rendered = RenderOutputFrameOnRenderThread(context, outputFrame);
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wglMakeCurrent(NULL, NULL);
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LeaveCriticalSection(&mMutex);
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return rendered;
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}
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bool RenderEngine::RenderOutputFrameOnRenderThread(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame)
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{
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return mRenderPipeline.RenderFrame(context, outputFrame);
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}
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bool RenderEngine::ResolveRenderFrameState(
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const RenderFrameInput& input,
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std::vector<OscOverlayCommitRequest>* commitRequests,
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@@ -297,14 +313,11 @@ void RenderEngine::RenderLayerStack(
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});
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}
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bool RenderEngine::ReadOutputFrameRgba(unsigned width, unsigned height, std::vector<unsigned char>& bottomUpPixels)
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bool RenderEngine::ReadOutputFrameRgbaOnRenderThread(unsigned width, unsigned height, std::vector<unsigned char>& bottomUpPixels)
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{
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if (width == 0 || height == 0)
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return false;
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EnterCriticalSection(&mMutex);
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wglMakeCurrent(mHdc, mHglrc);
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bottomUpPixels.resize(static_cast<std::size_t>(width) * height * 4);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputFramebuffer());
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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@@ -313,15 +326,23 @@ bool RenderEngine::ReadOutputFrameRgba(unsigned width, unsigned height, std::vec
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glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, bottomUpPixels.data());
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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wglMakeCurrent(NULL, NULL);
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LeaveCriticalSection(&mMutex);
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return true;
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}
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bool RenderEngine::CaptureOutputFrameRgbaTopDown(unsigned width, unsigned height, std::vector<unsigned char>& topDownPixels)
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{
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EnterCriticalSection(&mMutex);
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wglMakeCurrent(mHdc, mHglrc);
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const bool captured = CaptureOutputFrameRgbaTopDownOnRenderThread(width, height, topDownPixels);
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wglMakeCurrent(NULL, NULL);
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LeaveCriticalSection(&mMutex);
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return captured;
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}
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bool RenderEngine::CaptureOutputFrameRgbaTopDownOnRenderThread(unsigned width, unsigned height, std::vector<unsigned char>& topDownPixels)
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{
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std::vector<unsigned char> bottomUpPixels;
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if (!ReadOutputFrameRgba(width, height, bottomUpPixels))
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if (!ReadOutputFrameRgbaOnRenderThread(width, height, bottomUpPixels))
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return false;
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topDownPixels.resize(bottomUpPixels.size());
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@@ -118,10 +118,15 @@ public:
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unsigned captureTextureWidth,
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VideoIOPixelFormat inputPixelFormat,
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unsigned historyCap);
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bool ReadOutputFrameRgba(unsigned width, unsigned height, std::vector<unsigned char>& bottomUpPixels);
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bool CaptureOutputFrameRgbaTopDown(unsigned width, unsigned height, std::vector<unsigned char>& topDownPixels);
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private:
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bool PresentPreviewOnRenderThread(unsigned outputFrameWidth, unsigned outputFrameHeight);
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bool UploadInputFrameOnRenderThread(const VideoIOFrame& inputFrame, const VideoIOState& videoState);
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bool RenderOutputFrameOnRenderThread(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame);
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bool ReadOutputFrameRgbaOnRenderThread(unsigned width, unsigned height, std::vector<unsigned char>& bottomUpPixels);
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bool CaptureOutputFrameRgbaTopDownOnRenderThread(unsigned width, unsigned height, std::vector<unsigned char>& topDownPixels);
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OpenGLRenderer mRenderer;
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OpenGLRenderPass mRenderPass;
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OpenGLRenderPipeline mRenderPipeline;
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@@ -7,12 +7,12 @@ Phase 1 named the subsystems. Phase 2 added the typed event substrate. Phase 3 m
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## Status
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- Phase 4 design package: proposed.
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- Phase 4 implementation: not started.
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- 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.
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- 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`.
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Current GL ownership footholds:
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- `RenderEngine` owns GL resources and the current context-binding helpers.
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- `RenderEngine` owns GL resources, the current context-binding compatibility shims, and named render-thread helper methods.
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- `RenderFrameInput` / `RenderFrameState` provide the frame-state contract that a render thread can consume.
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- `RenderFrameStateResolver` prepares the render-facing layer state before drawing.
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- `OpenGLVideoIOBridge` still calls `RenderEngine::TryUploadInputFrame(...)` from the input path and `RenderEngine::RenderOutputFrame(...)` from the output path.
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@@ -64,10 +64,10 @@ The current code paths that matter most are:
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| Entry point | Current behavior | Phase 4 direction |
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| --- | --- | --- |
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| `RenderEngine::TryUploadInputFrame(...)` | attempts to take the GL lock, binds the context, uploads input texture | enqueue latest input frame; render thread uploads |
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| `RenderEngine::RenderOutputFrame(...)` | takes the GL lock, binds the context, renders, packs/readbacks output | render thread executes output frame production |
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| `RenderEngine::TryPresentPreview(...)` | attempts to take the GL lock and presents preview | render thread or preview presenter consumes latest completed frame |
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| `RenderEngine::CaptureOutputFrameRgbaTopDown(...)` | takes the GL lock and reads output pixels | screenshot request becomes render-thread command |
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| `RenderEngine::TryUploadInputFrame(...)` | attempts to take the GL lock, binds the context, delegates upload to `UploadInputFrameOnRenderThread(...)` | enqueue latest input frame; render thread uploads |
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| `RenderEngine::RenderOutputFrame(...)` | takes the GL lock, binds the context, delegates render/readback to `RenderOutputFrameOnRenderThread(...)` | render thread executes output frame production |
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| `RenderEngine::TryPresentPreview(...)` | attempts to take the GL lock and delegates presentation to `PresentPreviewOnRenderThread(...)` | render thread or preview presenter consumes latest completed frame |
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| `RenderEngine::CaptureOutputFrameRgbaTopDown(...)` | takes the GL lock, binds the context, delegates readback to `CaptureOutputFrameRgbaTopDownOnRenderThread(...)` | screenshot request becomes render-thread command |
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| `OpenGLVideoIOBridge::UploadInputFrame(...)` | calls render upload directly | push input frame into render queue/mailbox |
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| `OpenGLVideoIOBridge::RenderScheduledFrame(...)` | calls render output directly from backend path | request/consume render-produced output without callback-owned GL |
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@@ -184,7 +184,7 @@ Render-thread-only methods should be private or clearly named:
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- `RenderEngine::UploadInputFrameOnRenderThread(...)`
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- `RenderEngine::RenderOutputFrameOnRenderThread(...)`
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- `RenderEngine::CaptureOutputFrameOnRenderThread(...)`
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- `RenderEngine::CaptureOutputFrameRgbaTopDownOnRenderThread(...)`
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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.
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@@ -214,9 +214,9 @@ Split existing direct GL methods into public request methods and private render-
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Initial target:
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- keep current synchronous behavior where callers need a result
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- move GL bodies into clearly render-thread-owned helpers
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- make future queue migration mechanical
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- [x] keep current synchronous behavior where callers need a result
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- [x] move GL bodies into clearly render-thread-owned helpers for upload, output render, preview presentation, and screenshot readback
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- [x] make future queue migration mechanical
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### Step 2. Add Render Command Queue
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