UYVY backend
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@@ -137,11 +137,11 @@ Video input and output are optional edges. `input.backend` and `output.backend`
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The input edge writes CPU frames into `InputFrameMailbox`. The current DeckLink backend captures BGRA8 directly where possible, or raw UYVY8 for render-thread GPU decode. The input edge does not call GL, render, preview, screenshot, shader, or output scheduling code.
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The output edge consumes completed system-memory frames from `SystemFrameExchange`. The current DeckLink backend schedules those frames to DeckLink. If video output is unavailable, the app continues running render cadence, control, preview, telemetry, and logging.
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The output edge consumes completed system-memory frames from `SystemFrameExchange`. The render thread owns output pixel packing before readback: BGRA8 is read directly, and UYVY8 is packed on the GPU into a half-width RGBA8 target before async PBO readback. DeckLink and NDI output then schedule/send those completed CPU frames without invoking GL or converting pixels. If video output is unavailable, the app continues running render cadence, control, preview, telemetry, and logging.
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Runtime state exposes backend-neutral output telemetry through `videoOutput`. Portable fields such as `enabled`, `backend`, and `scheduleFailures` stay at that level; backend-specific counters live under `videoOutput.backendMetrics`.
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`PreviewWindowThread` is optional and uses a non-consuming system-memory tap. It paints with Win32/GDI on its own thread and skips preview ticks instead of blocking the frame exchange.
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`PreviewWindowThread` is optional and uses a non-consuming system-memory tap. It paints BGRA8 directly, decodes UYVY8 only for preview presentation, and skips preview ticks instead of blocking the frame exchange.
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Screenshot routes are present in the UI/OpenAPI surface but are not implemented in the current native command path yet.
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