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Aiden
2026-05-11 18:45:03 +10:00
parent 761df3b2d0
commit 99fd903144
4 changed files with 402 additions and 8 deletions

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@@ -300,16 +300,16 @@ Today the callback path effectively does this:
1. DeckLink signals completion.
2. The callback path asks for a new output buffer.
3. The callback path enters the shared GL section.
4. The callback path renders the next frame.
5. The callback path reads it back.
3. The callback path requests render-thread output production.
4. The render thread renders the next frame.
5. The render thread reads it back into the output buffer.
6. The callback path schedules the next hardware frame.
That path is visible in:
- [OpenGLVideoIOBridge::RenderScheduledFrame](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLVideoIOBridge.cpp:18)
This couples output timing directly to render work.
This no longer borrows the GL context from the callback thread, but it still couples output timing directly to render-thread work.
### Target Model
@@ -352,11 +352,11 @@ Recommended default policy for live playout:
- prefer recency over completeness
- drop stale capture frames instead of blocking render or output
The current "skip upload if the GL bridge is busy" behavior is directionally correct for live timing:
The current latest-input mailbox behavior is directionally correct for live timing:
- [OpenGLVideoIOBridge::UploadInputFrame](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLVideoIOBridge.cpp:11)
But in the target architecture that decision should move out of GL lock acquisition and into an explicit backend-to-render handoff queue policy.
The next improvement is to make the backend-to-render handoff policy more explicit in telemetry and playout scheduling, rather than treating it as only a render command mailbox detail.
Suggested input metrics: