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