Improvement
This commit is contained in:
@@ -163,3 +163,53 @@ Read:
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Removing ongoing GPU readback recovers output timing immediately. The direct cause of the Phase 7.5 playback collapse is the per-frame GPU-to-CPU readback cost, not DeckLink frame acquisition, output frame end-access, PBO allocation, fence waiting, or CPU copy.
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The internal ready queue depth still being low while DeckLink reports a healthy device buffer suggests the ready queue is acting as a short staging queue rather than the full device playout buffer. For the next fix, prioritize avoiding a blocking readback on every output frame instead of only increasing internal ready queue depth.
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## Experiment 4: BGRA8 pack framebuffer async readback
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Status: sampled
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Date: 2026-05-11
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Change:
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- The output path now packs/blits the final output into a BGRA8-compatible framebuffer before readback.
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- Async readback reads from the pack framebuffer using `GL_BGRA` / `GL_UNSIGNED_INT_8_8_8_8_REV`.
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- The deeper async PBO ring remains active.
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Question:
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Does making the GPU output/readback format match the DeckLink BGRA8 scheduling format reduce the driver-side `glReadPixels` stall?
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User-visible result:
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- Long pauses appear to be gone.
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- Playback still stutters, but the stutters look limited to a few frames rather than multi-second freezes.
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Telemetry summary:
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- Throughput recovered to roughly real time in the sampled window.
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- Over 5 seconds, the app pushed and popped 305 output frames.
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- `asyncQueueReadPixelsMs` dropped from the earlier 8-14 ms range to roughly 0.05-0.13 ms in the representative samples.
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- `renderMs` usually sat around 2-5 ms in the sampled burst.
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- Late and dropped frame counts did not increase during the 5 second delta sample.
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- The ready queue still repeatedly touched 0 and accumulated underruns, which matches the remaining short stutters.
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Representative samples:
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| readyDepth | renderMs | smoothedRenderMs | drawMs | mapMs | copyMs | asyncQueueReadPixelsMs | queueWaitMs |
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| --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: |
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| 0 | 4.855 | 9.494 | 0.570 | 0.234 | 0.822 | 0.128 | 0.026 |
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| 0 | 1.957 | 9.041 | 0.468 | 0.139 | 0.604 | 0.048 | 0.016 |
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| 0 | 3.366 | 5.879 | 0.513 | 1.166 | 0.692 | 0.129 | 0.022 |
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| 0 | 5.208 | 6.492 | 2.209 | 1.358 | 0.714 | 0.090 | 0.061 |
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| 0 | 2.957 | 8.852 | 0.537 | 1.041 | 0.547 | 0.087 | 0.040 |
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Five-second delta:
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| pushed | popped | ready underruns | zero-depth samples | late delta | dropped delta | scheduled lead |
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| ---: | ---: | ---: | ---: | ---: | ---: | ---: |
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| 305 | 305 | 129 | 671 | 0 | 0 | 20 |
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Read:
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The main readback stall appears to have been the previous format/path combination, not unavoidable BGRA8 bandwidth. The remaining problem now looks like cadence and buffering: the producer can average real-time throughput again, but the ready queue still runs empty often enough to create visible short stutters.
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352
docs/PHASE_7_6_SYSTEM_MEMORY_PLAYOUT_BUFFER_DESIGN.md
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352
docs/PHASE_7_6_SYSTEM_MEMORY_PLAYOUT_BUFFER_DESIGN.md
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@@ -0,0 +1,352 @@
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# Phase 7.6: System-Memory Playout Buffer Design
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## Status
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In progress.
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Implemented so far:
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- BGRA8 `SystemOutputFramePool` with non-GL tests
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- render/readback production now writes into app-owned system-memory slots
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- DeckLink output scheduling can wrap system-memory slots with `CreateVideoFrameWithBuffer()`
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- DeckLink completion callbacks release scheduled system-memory slots
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- ready-queue discard paths release owned frames instead of leaking slots
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- telemetry scaffolding exposes free, ready, and scheduled system-memory frame counts
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- async PBO readback is now a deeper pipeline by default and ordinary misses no longer flush queued readbacks
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Still to verify/tune on hardware:
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- sustained DeckLink buffer depth
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- frame age at schedule/completion
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- repeat/underrun policy behavior under real stalls
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- whether deeper async readback reduces sawtooth buffer drain
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- whether BGRA8 bandwidth is sufficient before considering v210
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Phase 7.5 isolated the current playout timing problem around output readback and DeckLink scheduling pressure. The fast-transfer path from the DeckLink OpenGL sample is not available on the current test GPU, so the next direction is to make the normal path behave more like broadcast playout systems: render ahead, read back into system-memory frame buffers, and let DeckLink consume already-complete frames.
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This phase is not a move away from rendering every frame. It is a move away from making DeckLink wait for each frame to be rendered and read back at the moment it needs to be scheduled.
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## SDK Finding: RGBA8 Is Not Required
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DeckLink output frames do not have to be RGBA8/BGRA8.
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The SDK accepts a `BMDPixelFormat` when creating output frames. The available formats include:
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- `bmdFormat8BitYUV`
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- `bmdFormat10BitYUV`
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- `bmdFormat10BitYUVA`
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- `bmdFormat8BitARGB`
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- `bmdFormat8BitBGRA`
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- `bmdFormat10BitRGB`
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- `bmdFormat12BitRGB`
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The SDK samples also use non-RGBA output paths:
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- `FilePlayback` converts unsupported source frames to `bmdFormat10BitYUV`
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- `PlaybackStills` uses `bmdFormat10BitYUV`
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- `InputLoopThrough` handles `bmdFormat10BitYUV` and related formats
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- `SignalGen` exposes 8-bit YUV, 10-bit YUV, 8-bit RGB, and 10-bit RGB choices
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- `OpenGLOutput` uses BGRA for that sample path, but that is not a DeckLink API requirement
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The current app already has partial support for this direction:
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- `DeckLinkSession` probes support for `bmdFormat10BitYUV` and `bmdFormat10BitYUVA`
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- `VideoIOPixelFormat::V210` maps to `bmdFormat10BitYUV`
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- `VideoIOPixelFormat::Yuva10` maps to `bmdFormat10BitYUVA`
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- `RenderEngine` has a 10-bit output packing path
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- row-byte calculation already distinguishes `bmdFormat10BitYUV`, `bmdFormat10BitYUVA`, and BGRA-style formats
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So yes: we can pack before readback later if bandwidth proves to be the remaining bottleneck. For the first Phase 7.6 implementation, keep BGRA8 as the active output format and focus on the larger architectural problem: DeckLink should schedule from completed system-memory frames instead of waiting on the current render/readback operation.
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## Goal
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Create a buffered system-memory playout path:
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- render every output frame
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- keep BGRA8 as the first output/readback format
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- read back into reusable CPU/system-memory frame slots
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- keep a small queue of completed frames ahead of DeckLink
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- schedule DeckLink from completed frames rather than from in-progress rendering
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- preserve telemetry so every experiment can be compared against Phase 7.5
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## Non-Goals
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- Do not reintroduce NVIDIA DVP or AMD pinned-memory as a required path.
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- Do not hide dropped, repeated, or late frames.
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- Do not make cached-output playback the default production behavior.
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- Do not add a large latency buffer without making that latency explicit.
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- Do not rewrite shader/effect evaluation unless profiling proves it is the bottleneck.
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- Do not make v210/YUV packing part of the first implementation unless BGRA8 buffering is proven insufficient.
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## Architecture
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### Current Problem Shape
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The current path is still too close to:
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1. DeckLink needs a frame.
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2. App renders or finalizes a frame.
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3. App reads back from GL.
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4. App schedules the frame.
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That can work only if every step reliably fits inside the frame budget. When readback stalls or scheduling is delayed, DeckLink sees a shallow buffer and playback freezes.
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### Target Shape
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The target path is:
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1. Render producer prepares future frames.
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2. GPU output is read back as BGRA8 into the selected system frame slot.
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3. Readback fills a free system-memory frame slot.
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4. Completed slots enter a ready queue.
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5. DeckLink scheduler consumes ready slots at output cadence.
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6. Completion callbacks release slots back to the pool.
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This gives the scheduler a small cushion without sacrificing rendered frames.
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## Pixel Format Strategy
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### First Target: BGRA8
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Use BGRA8 as the first serious output target.
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Reasons:
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- it is the path closest to the current renderer
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- it avoids introducing color-space packing risk while the buffering architecture is still being proven
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- it keeps alpha/keying behavior easier to reason about
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- it lets Phase 7.6 isolate scheduling/readback ownership from pixel-format conversion
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Known byte cost at 1920x1080:
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- BGRA8: about 8.29 MB per frame
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That is larger than v210, but the immediate hypothesis is that the freezes come from scheduling coupling and readback stalls, not only raw byte count. Prove or disprove that with the system-memory queue first.
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### Later Target: 10-bit YUV / v210
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Keep v210 available as a later optimization.
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Reasons to revisit it:
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- it is a native DeckLink output format
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- it can reduce 1920x1080 readback size from about 8.29 MB per BGRA8 frame to about 5.53 MB per v210 frame
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- it may better match final video I/O expectations for fill-only output
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Do this only after the BGRA8 system-memory queue is measured. If BGRA8 buffering keeps DeckLink healthy, v210 becomes a quality/bandwidth refinement rather than a rescue path.
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### Alpha / Keying
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For the first implementation, BGRA8 remains the default target.
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For alpha/key workflows, `bmdFormat10BitYUVA` may be needed, or key/fill may need to remain split depending on the device mode and keyer configuration. Phase 7.6 should make this explicit rather than assuming one format fits both.
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## Proposed Components
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### `SystemOutputFramePool`
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Owns reusable CPU-side frame slots.
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Responsibilities:
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- allocate a fixed number of output slots
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- expose free slots to the render/readback producer
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- expose completed slots to the DeckLink scheduler
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- track slot generation, frame id, frame time, and pixel format
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- prevent reuse while DeckLink still owns or may read the frame
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### `OutputFrameSlot`
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Represents one CPU/system-memory playout frame.
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Likely contents:
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- pointer to writable frame bytes
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- row bytes
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- width and height
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- `BMDPixelFormat` or app-level equivalent
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- frame number / stream time
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- timing metadata
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- completion state
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- optional DeckLink frame wrapper
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### `DeckLinkOutputFrameAdapter`
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Bridges app-owned memory to DeckLink output frames.
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Options to evaluate:
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- create DeckLink frames with app-owned buffers where supported by the SDK
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- keep DeckLink-created frames in the pool and write directly into their bytes
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- wrap app memory behind a small `IDeckLinkVideoFrame` implementation only if needed
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The simplest production path should avoid an extra CPU copy between app memory and DeckLink memory.
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### `OutputFrameProducer`
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Runs on or is driven by the render thread.
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Responsibilities:
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- acquire a free system frame slot
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- render the next frame
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- read back BGRA8 into the slot
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- publish the slot to the ready queue
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- record readback timings
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### `DeckLinkPlayoutScheduler`
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Consumes completed system frames.
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Responsibilities:
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- keep DeckLink scheduled ahead by the configured target depth
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- schedule from the ready queue
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- repeat/drop according to explicit policy when the queue is empty or too deep
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- release frame slots after DeckLink completion callbacks
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- report buffer depth and scheduling lead
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## Migration Plan
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### Step 1: Make Output Pixel Format Explicit Everywhere
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Current format selection exists, but Phase 7.6 should make it impossible to confuse render texture format, readback format, and DeckLink scheduled format.
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Deliverables:
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- log selected DeckLink output pixel format at startup
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- expose readback bytes per frame in telemetry
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- expose whether the frame was BGRA, v210, or YUVA
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- make BGRA8 the default and first supported system-buffer path
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### Step 2: Introduce the BGRA8 System Frame Pool
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Add a fixed-size pool of BGRA8 system-memory output slots.
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Initial target depth:
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- 3 ready/scheduled frames minimum
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- 5 frames as the practical DeckLink-health target
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- configurable for experiments
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The pool should be testable without OpenGL or DeckLink hardware.
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### Step 3: Read Back BGRA8 Into Pool Slots
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Move readback output away from transient buffers and into acquired frame slots.
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The producer must never block DeckLink scheduling while waiting for a free slot if a safe repeat/drop policy can keep playback alive.
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### Step 4: Schedule From Completed Slots
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Change DeckLink scheduling to consume completed system frames.
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DeckLink callbacks should become the point where slots are returned to the pool.
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This is the main behavioral change: scheduling no longer waits for the active render/readback operation.
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### Step 5: Add Playout Policies
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Make underflow and overflow behavior explicit.
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Possible policies:
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- repeat last completed frame on underflow
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- schedule black on startup only
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- drop oldest completed frame if the producer gets too far ahead
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- preserve most recent frame for live-control responsiveness
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The default should favor stable output cadence and visible telemetry over silent correctness guesses.
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### Step 6: Tune Buffer Depth and Latency
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Measure:
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- render time
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- readback time
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- CPU copy time, if any
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- ready queue depth
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- scheduled queue depth
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- frame age at schedule time
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- frame age at display callback
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- repeats, drops, and underruns
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Then choose a default buffer depth that keeps DeckLink healthy without adding unnecessary latency.
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### Step 7: Optional v210 Experiment
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Only after BGRA8 buffering has been measured, add a runtime option that forces:
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- GPU pack to v210
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- readback of packed v210 bytes
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- DeckLink scheduling as `bmdFormat10BitYUV`
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This should be compared against the completed BGRA8 system-memory path, not against the older coupled path.
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## Telemetry
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Keep the Phase 7.5 counters and add:
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- `outputPixelFormat`
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- `outputReadbackBytes`
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- `outputPackMode`
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- `systemFramePoolFree`
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- `systemFramePoolReady`
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- `systemFramePoolScheduled`
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- `systemFrameAgeAtScheduleMs`
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- `systemFrameAgeAtCompletionMs`
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- `systemFrameUnderruns`
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- `systemFrameRepeats`
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- `systemFrameDrops`
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- `deckLinkScheduleLeadFrames`
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- `deckLinkScheduleLeadMs`
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Telemetry scaffolding can land before the frame pool itself. Until `SystemOutputFramePool` exists, these fields should remain producer-owned gauges/counters with default zero values in `HealthTelemetry`; they should not be inferred from the existing render-ready queue or DeckLink pool because those are adjacent concepts, not the final free/ready/scheduled system-memory slot model.
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Existing counters that should remain useful:
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- render frame time
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- async queue time
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- readback timing
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- output queue depth
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- displayed late count
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- dropped count
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- DeckLink buffered frame count
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## Tests
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Add non-GL tests for:
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- frame pool acquire/publish/consume/release
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- slots are not reused while scheduled
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- underflow repeats the last completed frame when configured
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- overflow drops according to policy
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- row-byte and byte-size calculation for BGRA8 first, with v210 and YUVA covered when those modes are enabled
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- scheduler consumes only completed frames
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- completion callback releases the expected slot
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Hardware/manual tests:
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- BGRA8 system-buffered output works
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- DeckLink buffer depth stays healthy
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- no black-frame startup longer than configured preroll
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- shutdown drains or releases scheduled slots safely
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## Risks
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- DeckLink frame ownership rules may force one extra copy if app-owned buffers are not accepted in the exact path we use.
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- Buffering improves cadence but adds latency.
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- If GPU readback itself remains slower than real time, buffering only delays the underflow.
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- v210 remains a future optimization and may still carry color-space/keying risk when introduced.
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## Exit Criteria
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Phase 7.6 is complete when:
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- DeckLink output format is explicit and logged
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- BGRA8 system-memory output slots are the default playout path
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- completed system-memory frames are queued ahead of DeckLink scheduling
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- DeckLink callbacks release/recycle frame slots
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- ready/scheduled buffer depth is visible in telemetry
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- underflow/repeat/drop behavior is explicit and tested
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- the app can sustain a healthy DeckLink buffer without using cached-output playback
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@@ -362,6 +362,9 @@ Expected observations:
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Expected observations:
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- current playout queue depth
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- system-memory playout frame counts by state: free, ready, and scheduled
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- system-memory playout underrun, repeat, and drop counters
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- system-memory frame age at schedule and completion time
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- input signal state
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- late frames
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- dropped frames
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@@ -235,10 +235,15 @@ Examples:
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Examples:
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- output queue depth
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- free system-memory playout frame count
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- ready system-memory playout frame count
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- scheduled system-memory playout frame count
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- scheduled frame index
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- completed frame index
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- late frame count
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- dropped frame count
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- underrun/repeat/drop counters for system-memory playout policy
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- frame age at schedule time and completion callback time
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- spare buffer count
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- current headroom target
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