188 Commits

Author SHA1 Message Date
dfba5dbc40 added OCIO libary
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2026-06-03 01:16:40 -04:00
659fbef1a5 OCIO and Fullscreen stubs
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2026-06-03 01:08:43 -04:00
8a6bb81a37 Font loading fixes
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2026-06-03 00:45:31 -04:00
b7ce079a26 Fixed duplication
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2026-06-01 06:52:56 -04:00
171b790fa3 Fixed bindings 2026-06-01 06:45:41 -04:00
Aiden
27690c3afa added optional web component UI control
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2026-05-30 22:57:59 +10:00
Aiden
a6d2ee385e Delete FORKING_RENDER_CADENCE_BASE.md
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2026-05-30 21:36:20 +10:00
Aiden
fce3c3c5ae Doc cleanup
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2026-05-30 21:35:07 +10:00
Aiden
56883439a6 clean split
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2026-05-30 21:22:03 +10:00
Aiden
fbc2851ccb Slang seperation
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2026-05-30 21:05:30 +10:00
Aiden
067c606092 removed hard coded shader start up
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2026-05-30 20:57:01 +10:00
Aiden
0f3db3ba1b OSC stubs
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2026-05-30 20:42:38 +10:00
Aiden
04e0802ef2 HTTP boundry
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2026-05-30 20:34:52 +10:00
Aiden
aa33d72b6e config UI updates
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2026-05-30 20:20:22 +10:00
Aiden
216a561ede UI fix
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2026-05-30 20:10:57 +10:00
Aiden
2b995ac058 NDI discovery
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2026-05-30 20:03:01 +10:00
Aiden
8ffc011ca0 Added config editor in front end
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2026-05-30 19:33:40 +10:00
Aiden
f0f8b080ca UYVY backend
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2026-05-30 19:16:16 +10:00
Aiden
d0b1f63524 Font fix and forkable docs
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2026-05-30 15:01:36 +10:00
cfb796756d Update ci.yml
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2026-05-30 14:43:33 +10:00
e88a4a1f3b CI/CD updates
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2026-05-30 14:41:20 +10:00
4bfabaca88 SDK changes for submodule
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2026-05-30 14:38:49 +10:00
16548d54d3 added 3rd party repo
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2026-05-30 14:32:46 +10:00
b96b32b441 Update README.md
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2026-05-22 17:50:11 +10:00
3c3b1d68ff UI Cleanup
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2026-05-22 17:44:12 +10:00
c35ca8d61c Font fixes
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2026-05-22 17:38:28 +10:00
be9f3b4e8b font changing on the fly 2026-05-22 17:27:29 +10:00
af448c338c docs 2026-05-22 17:24:58 +10:00
283f38dddb Font selector 2026-05-22 17:22:57 +10:00
c5f0a9df0e NDI output flip
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2026-05-22 17:04:27 +10:00
80c6fd2434 NDI cleanup to avoid calling NDI while holding the output mutex
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2026-05-22 16:51:48 +10:00
f8c3c60611 build release check 2026-05-22 16:46:39 +10:00
93aa8fa981 NDI output
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2026-05-22 16:41:24 +10:00
4e6b37304f NDI related tests 2026-05-22 16:34:20 +10:00
cec8b76f61 schema settings 2026-05-22 16:31:49 +10:00
521b3cb09e fall back to black
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2026-05-22 16:29:08 +10:00
3bd6aeb52f NDI input
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2026-05-22 16:25:56 +10:00
e006fcc6ee config cleanup
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2026-05-22 16:05:40 +10:00
2058f94193 generic telemetry 2026-05-22 15:53:56 +10:00
6e8f18e24c Update VideoBackendFactory.cpp 2026-05-22 15:51:44 +10:00
2fdb1741f9 legacy code cleanup
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2026-05-22 15:45:54 +10:00
d831b418d7 Intial cleanup 2026-05-22 15:37:50 +10:00
e6faaee1ca Generic telemetry
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2026-05-22 15:32:55 +10:00
64a6125c3f decklink start up to separate factory 2026-05-22 15:27:46 +10:00
315cbda9d1 replace direct ownership 2026-05-22 15:22:11 +10:00
9787ca5f27 Clean up video IO
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2026-05-22 15:16:35 +10:00
7bf5464fd2 reorganization
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2026-05-22 15:06:26 +10:00
b7e7452567 videoIO seperation 2026-05-22 14:58:42 +10:00
35801601a5 Cmake fixes
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2026-05-22 14:48:27 +10:00
0b6a2300ea Fixes
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2026-05-22 14:43:03 +10:00
084e60cbe0 render thread split 2026-05-21 17:57:29 +10:00
f2ff69fe90 Font builder changes
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2026-05-21 17:52:08 +10:00
4ddb5b6428 split shaders
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2026-05-21 17:48:27 +10:00
108edc096e Separating build queue 2026-05-21 17:43:17 +10:00
269dbd0079 Runtime layer split 2026-05-21 17:40:31 +10:00
4096e9c26a reload has a bounded number of shader compilers
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2026-05-21 17:33:19 +10:00
f9aac85e5f reload no longer can disrupt the renderer 2026-05-21 17:30:09 +10:00
5cf1a09e75 Texture composition for text no longer on the render thread
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2026-05-21 17:25:28 +10:00
3fc78d5bb8 Docs update
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2026-05-21 17:14:29 +10:00
5c46eaf18a More changes
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2026-05-21 16:51:00 +10:00
d68cf9b1a0 Update RenderCadenceCompositorRuntimeLayerModelTests.cpp 2026-05-21 16:16:06 +10:00
bda9a9dc22 runtime read of json layer state 2026-05-21 16:08:46 +10:00
c2de2c3738 Hot reload
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2026-05-21 15:58:23 +10:00
dc247ab58d Golden rules change
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2026-05-21 15:45:13 +10:00
df0a77ef01 Text rendering
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2026-05-21 15:39:37 +10:00
09efe2d6a0 Changed defaults 2026-05-21 15:08:36 +10:00
a9eeed30cf Text fix 2026-05-20 17:04:03 +10:00
e43ac21b2f INtial text again 2026-05-20 16:26:36 +10:00
081364e764 Font builder
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2026-05-20 15:49:29 +10:00
f589b1e1fe preview window flipped
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2026-05-20 15:03:02 +10:00
7e17315e74 Preview windows changes 2026-05-20 14:47:45 +10:00
bfaa3f5e0e optional preview frame
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2026-05-20 14:37:24 +10:00
1d4eb7a34c Folder fixes
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2026-05-18 14:57:25 +10:00
f461a05c65 Clean up
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2026-05-18 14:19:29 +10:00
Aiden
3ffb562ff7 docs update
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2026-05-13 01:06:20 +10:00
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c2d548499c Timing is finally good
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2026-05-13 00:58:32 +10:00
Aiden
6a0340d1b4 proactive realignment 2026-05-13 00:28:11 +10:00
Aiden
5c1fc2a6cf telemetry and timing updates
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2026-05-13 00:21:28 +10:00
Aiden
d411453f80 timing refactor
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2026-05-12 23:39:57 +10:00
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4a049a557a Render timing 2026-05-12 22:18:27 +10:00
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13586c611a Start up settle 2026-05-12 22:04:46 +10:00
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3a83d9617f Clock updates 2026-05-12 21:44:26 +10:00
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5c66cfdc64 Input telemetry
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2026-05-12 21:13:22 +10:00
Aiden
d72272b5a8 2 frame buffer
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2026-05-12 21:08:02 +10:00
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c25ae7b25b input buffer
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2026-05-12 21:05:42 +10:00
Aiden
a39be6fb20 Alignment
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2026-05-12 20:38:26 +10:00
Aiden
0a1fe440d9 docs pass 2026-05-12 20:32:32 +10:00
Aiden
3e45bba54b Update InputFrameMailbox.cpp
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2026-05-12 20:30:19 +10:00
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fd4b70ec9c Input GPU decoding
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2026-05-12 20:26:03 +10:00
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ce28904891 input testing
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2026-05-12 20:06:23 +10:00
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2c5e925b97 Video input fallback
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2026-05-12 18:53:46 +10:00
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957c0be05a Draw video if everything bypassed 2026-05-12 18:41:48 +10:00
Aiden
0a8b335048 INput
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2026-05-12 18:39:08 +10:00
Aiden
6e32941675 Fixed trigger
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2026-05-12 18:11:43 +10:00
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5fb4607d8c Clean up
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2026-05-12 18:03:54 +10:00
Aiden
f43b6f6519 shader control
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2026-05-12 17:52:55 +10:00
Aiden
dfd49fd0e3 Multipass shaders 2026-05-12 17:08:35 +10:00
Aiden
1429b2e660 Update shader
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2026-05-12 16:52:15 +10:00
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02b221f481 restructure 2026-05-12 15:47:59 +10:00
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6a33bd02ab Websocket split
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2026-05-12 15:36:02 +10:00
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da7e1a93f6 Websockets
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2026-05-12 15:32:01 +10:00
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334693f28c Render udpates 2026-05-12 15:26:02 +10:00
Aiden
c5fd8e72b4 non-blocking http
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2026-05-12 15:05:54 +10:00
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95b4a54326 Seperation 2026-05-12 14:57:18 +10:00
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d07ea1f63a Render changes
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2026-05-12 14:36:36 +10:00
Aiden
1ddcf5d621 More http post end points filled
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2026-05-12 14:23:53 +10:00
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38d729b346 CI update
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2026-05-12 13:55:10 +10:00
Aiden
4b62627479 removed render thread touching
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2026-05-12 13:52:04 +10:00
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430cf0733d end point adjsutments
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2026-05-12 13:50:32 +10:00
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b44504500a Ui serving
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2026-05-12 13:25:34 +10:00
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bc690e2a87 Clean up pass
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2026-05-12 13:14:52 +10:00
Aiden
9938a6cc26 http
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2026-05-12 12:38:54 +10:00
Aiden
79f7ac6c86 Json telemetry
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2026-05-12 12:13:21 +10:00
Aiden
44b198b14d logging
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2026-05-12 11:58:29 +10:00
Aiden
511b67c9bc New rules based order
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2026-05-12 02:35:15 +10:00
Aiden
c0d7e84495 Shader ownership change
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2026-05-12 02:15:03 +10:00
Aiden
4ea829af85 Shader test past
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2026-05-12 02:08:48 +10:00
Aiden
e0ca548ef5 V2 working
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2026-05-12 01:59:02 +10:00
Aiden
2531d871e8 Doc cleanup
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Aiden
709d3d3fa4 Test works
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2026-05-12 01:30:30 +10:00
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ea31d0ca13 Clean 2026-05-12 01:21:42 +10:00
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f1f4e3421b Frame timing
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2026-05-12 01:08:32 +10:00
Aiden
ac729dc2b9 Stage 1 rewrite 2026-05-12 00:52:33 +10:00
Aiden
bf23cd880a faliure
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9e3412712c Improvement
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a434a88108 Performance chasing
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c5cead6003 Phase 7.5 step 2
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f8adbbe0fe Phase 7.5 timing logs
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0a7954e879 Phase 7 done
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f288455709 Phase 7
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50d5880835 Step 3 2026-05-11 20:49:36 +10:00
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52eaf16a8c Phase 7 step 2
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6b0638336a Phase 7 step 1
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0da6ad6802 Docs update
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dd3cd6b66c Clean up
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1d08dec5fe step 6
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0d57920bc1 step 5 2026-05-11 20:02:26 +10:00
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1629dbc77a step 4 2026-05-11 19:58:14 +10:00
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205c90e52e Step 3 2026-05-11 19:53:31 +10:00
Aiden
ab38bfad24 step 2
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68503256dc Phase 6 step 1
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a91cc91a21 Clean up shape
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a530325fa1 Organisation
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d332dceb5b Step 6
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79855d788c Step 5 storng option
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ff10b66d1d Phase 5 step 5
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fdcc38c6ae Step 4 2026-05-11 19:09:01 +10:00
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718e4dcadd step 3
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7740fe209c Phase 5 step 2
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77590f4a62 Phase 5 step 1
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e8a3805fff Doc update again
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99fd903144 docs update
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761df3b2d0 Phase 4 complete
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f141d20026 Sanity pass
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bfc32c4a1e Phase 4
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20476bdf63 Step 3
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0ec5a4cfed Phase 4 step 2a
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539fcd3351 Phase 4 step 1
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ebc10a9925 docs update
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e5c5920ccd Launch debug change
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3b641dd07a render thread
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e00e2574ed render engine updates
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e459155d51 Clean up pass
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06f3dd4942 Phase 3 refactor in progress
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0808171677 GROUND WORK PHASE 3
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00b6ad4c36 Phase 3 docs
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d4f6a4a268 phase 2 progress
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6e600be112 Tests
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a9b08f7f27 dispatch event intergration
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ccfc0237fd RuntimeStateBroadcastRequested
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b3705d96cc event dispatcher
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5503ce85a9 phase 2
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41677b71ec Finished phase 1
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9cbb5d8004 phase 1 runtime complete
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cbf1b541dc re organisation
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5cbdbd6813 Pass 3
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b2369c418b pass 2
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c4883d3413 pass 1
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53e78890a8 more
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Aiden
36b398ea95 mini cleanup
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ba4643dfa3 further phase 1
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27dbb55f7b OSC seperation
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2026-05-11 00:26:59 +10:00
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f6b26bf28b runtime udates
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861593123d Runtime snapshot provider changes
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34c145e80b Health
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a24cdc0630 Osc orchestration
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2026-05-10 23:59:48 +10:00
Aiden
120f899b0d docs
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Aiden
41075bbc61 more seperation 2026-05-10 23:53:27 +10:00
302 changed files with 27187 additions and 16438 deletions

View File

@@ -7,6 +7,9 @@ on:
- master
- develop
pull_request:
schedule:
# Nightly build at 14:00 UTC, roughly midnight in Australia/Sydney.
- cron: "0 14 * * *"
workflow_dispatch:
jobs:
@@ -15,8 +18,53 @@ jobs:
runs-on: windows-2022
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Manual Checkout With LFS Submodules
shell: powershell
env:
GITEA_PAT: ${{ secrets.TOKEN }}
run: |
function Invoke-Git {
& git @args
if ($LASTEXITCODE -ne 0) {
exit $LASTEXITCODE
}
}
function Add-GiteaTokenToUrl([string]$url) {
if ([string]::IsNullOrWhiteSpace($env:GITEA_PAT)) {
return $url
}
return $url -replace "^https://", "https://aiden:$($env:GITEA_PAT)@"
}
$serverUrl = "${{ gitea.server_url }}".TrimEnd("/")
$repository = "${{ gitea.repository }}"
if ([string]::IsNullOrWhiteSpace($serverUrl)) {
$serverUrl = "https://git.f-40.com"
}
if ([string]::IsNullOrWhiteSpace($repository)) {
$repository = "aiden/video-shader-toys"
}
$repoUrl = Add-GiteaTokenToUrl "$serverUrl/$repository.git"
Invoke-Git init .
Invoke-Git lfs install --local
Invoke-Git remote add origin "$repoUrl"
Invoke-Git fetch --depth=1 origin "${{ gitea.ref }}"
Invoke-Git checkout FETCH_HEAD
Invoke-Git lfs pull origin "${{ gitea.ref }}"
Invoke-Git submodule sync --recursive
$submoduleUrl = Invoke-Git config --file .gitmodules --get submodule.video-io-3rdParty.url
$submoduleUrl = Add-GiteaTokenToUrl "$submoduleUrl"
Invoke-Git config submodule.video-io-3rdParty.url "$submoduleUrl"
Invoke-Git submodule update --init --recursive --depth=1
Invoke-Git -C video-io-3rdParty lfs pull
Write-Host "Parent LFS files:"
Invoke-Git lfs ls-files
Write-Host "Submodule LFS files:"
Invoke-Git -C video-io-3rdParty lfs ls-files
- name: Verify Visual Studio ATL
shell: powershell
@@ -31,37 +79,81 @@ jobs:
- name: Configure Debug
shell: powershell
run: |
$thirdPartyRoot = "${{ vars.THIRD_PARTY_ROOT }}"
if ([string]::IsNullOrWhiteSpace($thirdPartyRoot)) {
$thirdPartyRoot = $env:THIRD_PARTY_ROOT
}
if ([string]::IsNullOrWhiteSpace($thirdPartyRoot)) {
$thirdPartyRoot = Join-Path $PWD "video-io-3rdParty"
}
if (-not (Test-Path -LiteralPath $thirdPartyRoot)) {
$thirdPartyRoot = Join-Path $PWD "3rdParty"
}
$slangRoot = "${{ vars.SLANG_ROOT }}"
if ([string]::IsNullOrWhiteSpace($slangRoot)) {
$slangRoot = $env:SLANG_ROOT
}
if ([string]::IsNullOrWhiteSpace($slangRoot)) {
$slangRoot = Join-Path $PWD "3rdParty\slang-2026.8-windows-x86_64"
$slangRoot = Join-Path $thirdPartyRoot "slang-2026.8-windows-x86_64"
}
$msdfAtlasGenRoot = "${{ vars.MSDF_ATLAS_GEN_ROOT }}"
if ([string]::IsNullOrWhiteSpace($msdfAtlasGenRoot)) {
$msdfAtlasGenRoot = $env:MSDF_ATLAS_GEN_ROOT
}
if ([string]::IsNullOrWhiteSpace($msdfAtlasGenRoot)) {
$msdfAtlasGenRoot = Join-Path $thirdPartyRoot "msdf-atlas-gen"
}
$ndiSdkRoot = "${{ vars.NDI_SDK_ROOT }}"
if ([string]::IsNullOrWhiteSpace($ndiSdkRoot)) {
$ndiSdkRoot = $env:NDI_SDK_ROOT
}
if ([string]::IsNullOrWhiteSpace($ndiSdkRoot)) {
$ndiSdkRoot = Join-Path $thirdPartyRoot "NDI 6 SDK"
}
$deckLinkSdkRoot = "${{ vars.DECKLINK_SDK_ROOT }}"
if ([string]::IsNullOrWhiteSpace($deckLinkSdkRoot)) {
$deckLinkSdkRoot = $env:DECKLINK_SDK_ROOT
}
if ([string]::IsNullOrWhiteSpace($deckLinkSdkRoot)) {
$deckLinkSdkRoot = Join-Path $thirdPartyRoot "Blackmagic DeckLink SDK 16.0"
}
$requiredFiles = @(
(Join-Path $slangRoot "bin\slangc.exe"),
(Join-Path $slangRoot "bin\slang-compiler.dll"),
(Join-Path $slangRoot "bin\slang-glslang.dll"),
(Join-Path $slangRoot "LICENSE")
(Join-Path $slangRoot "LICENSE"),
(Join-Path $msdfAtlasGenRoot "msdf-atlas-gen.exe"),
(Join-Path $ndiSdkRoot "Include\Processing.NDI.Lib.h"),
(Join-Path $ndiSdkRoot "Lib\x64\Processing.NDI.Lib.x64.lib"),
(Join-Path $ndiSdkRoot "Bin\x64\Processing.NDI.Lib.x64.dll"),
(Join-Path $deckLinkSdkRoot "Win\include\DeckLinkAPI.idl")
)
$missingFiles = @($requiredFiles | Where-Object { -not (Test-Path -LiteralPath $_) })
if ($missingFiles.Count -gt 0) {
Write-Error "Missing native third-party dependencies. Set Gitea repository variable SLANG_ROOT, or pre-populate the repo-local 3rdParty folder on the Windows runner. Missing: $($missingFiles -join ', ')"
Write-Error "Missing native third-party dependencies. Initialize the private video-io-3rdParty submodule, set THIRD_PARTY_ROOT, or configure per-SDK repository variables. Missing: $($missingFiles -join ', ')"
exit 1
}
Write-Host "Using THIRD_PARTY_ROOT=$thirdPartyRoot"
Write-Host "Using SLANG_ROOT=$slangRoot"
cmake --preset vs2022-x64-debug -DSLANG_ROOT="$slangRoot"
Write-Host "Using MSDF_ATLAS_GEN_ROOT=$msdfAtlasGenRoot"
Write-Host "Using NDI_SDK_ROOT=$ndiSdkRoot"
Write-Host "Using DECKLINK_SDK_ROOT=$deckLinkSdkRoot"
cmake --preset vs2022-x64-debug -DTHIRD_PARTY_ROOT="$thirdPartyRoot" -DSLANG_ROOT="$slangRoot" -DMSDF_ATLAS_GEN_ROOT="$msdfAtlasGenRoot" -DNDI_SDK_ROOT="$ndiSdkRoot" -DDECKLINK_SDK_ROOT="$deckLinkSdkRoot"
- name: Build Debug
shell: powershell
run: cmake --build --preset build-debug
run: cmake --build --preset build-debug --parallel
- name: Run Native Tests And Shader Validation
shell: powershell
run: cmake --build --preset build-debug --target RUN_TESTS
run: cmake --build --preset build-debug --target RUN_TESTS --parallel
ui-ubuntu:
name: React UI Build
@@ -82,13 +174,59 @@ jobs:
package-windows:
name: Windows Release Package
runs-on: windows-2022
if: github.event_name == 'schedule' || github.event_name == 'workflow_dispatch'
needs:
- native-windows
- ui-ubuntu
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Manual Checkout With LFS Submodules
shell: powershell
env:
GITEA_PAT: ${{ secrets.TOKEN }}
run: |
function Invoke-Git {
& git @args
if ($LASTEXITCODE -ne 0) {
exit $LASTEXITCODE
}
}
function Add-GiteaTokenToUrl([string]$url) {
if ([string]::IsNullOrWhiteSpace($env:GITEA_PAT)) {
return $url
}
return $url -replace "^https://", "https://aiden:$($env:GITEA_PAT)@"
}
$serverUrl = "${{ gitea.server_url }}".TrimEnd("/")
$repository = "${{ gitea.repository }}"
if ([string]::IsNullOrWhiteSpace($serverUrl)) {
$serverUrl = "https://git.f-40.com"
}
if ([string]::IsNullOrWhiteSpace($repository)) {
$repository = "aiden/video-shader-toys"
}
$repoUrl = Add-GiteaTokenToUrl "$serverUrl/$repository.git"
Invoke-Git init .
Invoke-Git lfs install --local
Invoke-Git remote add origin "$repoUrl"
Invoke-Git fetch --depth=1 origin "${{ gitea.ref }}"
Invoke-Git checkout FETCH_HEAD
Invoke-Git lfs pull origin "${{ gitea.ref }}"
Invoke-Git submodule sync --recursive
$submoduleUrl = Invoke-Git config --file .gitmodules --get submodule.video-io-3rdParty.url
$submoduleUrl = Add-GiteaTokenToUrl "$submoduleUrl"
Invoke-Git config submodule.video-io-3rdParty.url "$submoduleUrl"
Invoke-Git submodule update --init --recursive --depth=1
Invoke-Git -C video-io-3rdParty lfs pull
Write-Host "Parent LFS files:"
Invoke-Git lfs ls-files
Write-Host "Submodule LFS files:"
Invoke-Git -C video-io-3rdParty lfs ls-files
- name: Verify Visual Studio ATL
shell: powershell
@@ -110,33 +248,77 @@ jobs:
- name: Configure Release
shell: powershell
run: |
$thirdPartyRoot = "${{ vars.THIRD_PARTY_ROOT }}"
if ([string]::IsNullOrWhiteSpace($thirdPartyRoot)) {
$thirdPartyRoot = $env:THIRD_PARTY_ROOT
}
if ([string]::IsNullOrWhiteSpace($thirdPartyRoot)) {
$thirdPartyRoot = Join-Path $PWD "video-io-3rdParty"
}
if (-not (Test-Path -LiteralPath $thirdPartyRoot)) {
$thirdPartyRoot = Join-Path $PWD "3rdParty"
}
$slangRoot = "${{ vars.SLANG_ROOT }}"
if ([string]::IsNullOrWhiteSpace($slangRoot)) {
$slangRoot = $env:SLANG_ROOT
}
if ([string]::IsNullOrWhiteSpace($slangRoot)) {
$slangRoot = Join-Path $PWD "3rdParty\slang-2026.8-windows-x86_64"
$slangRoot = Join-Path $thirdPartyRoot "slang-2026.8-windows-x86_64"
}
$msdfAtlasGenRoot = "${{ vars.MSDF_ATLAS_GEN_ROOT }}"
if ([string]::IsNullOrWhiteSpace($msdfAtlasGenRoot)) {
$msdfAtlasGenRoot = $env:MSDF_ATLAS_GEN_ROOT
}
if ([string]::IsNullOrWhiteSpace($msdfAtlasGenRoot)) {
$msdfAtlasGenRoot = Join-Path $thirdPartyRoot "msdf-atlas-gen"
}
$ndiSdkRoot = "${{ vars.NDI_SDK_ROOT }}"
if ([string]::IsNullOrWhiteSpace($ndiSdkRoot)) {
$ndiSdkRoot = $env:NDI_SDK_ROOT
}
if ([string]::IsNullOrWhiteSpace($ndiSdkRoot)) {
$ndiSdkRoot = Join-Path $thirdPartyRoot "NDI 6 SDK"
}
$deckLinkSdkRoot = "${{ vars.DECKLINK_SDK_ROOT }}"
if ([string]::IsNullOrWhiteSpace($deckLinkSdkRoot)) {
$deckLinkSdkRoot = $env:DECKLINK_SDK_ROOT
}
if ([string]::IsNullOrWhiteSpace($deckLinkSdkRoot)) {
$deckLinkSdkRoot = Join-Path $thirdPartyRoot "Blackmagic DeckLink SDK 16.0"
}
$requiredFiles = @(
(Join-Path $slangRoot "bin\slangc.exe"),
(Join-Path $slangRoot "bin\slang-compiler.dll"),
(Join-Path $slangRoot "bin\slang-glslang.dll"),
(Join-Path $slangRoot "LICENSE")
(Join-Path $slangRoot "LICENSE"),
(Join-Path $msdfAtlasGenRoot "msdf-atlas-gen.exe"),
(Join-Path $ndiSdkRoot "Include\Processing.NDI.Lib.h"),
(Join-Path $ndiSdkRoot "Lib\x64\Processing.NDI.Lib.x64.lib"),
(Join-Path $ndiSdkRoot "Bin\x64\Processing.NDI.Lib.x64.dll"),
(Join-Path $deckLinkSdkRoot "Win\include\DeckLinkAPI.idl")
)
$missingFiles = @($requiredFiles | Where-Object { -not (Test-Path -LiteralPath $_) })
if ($missingFiles.Count -gt 0) {
Write-Error "Missing native third-party dependencies. Set Gitea repository variable SLANG_ROOT, or pre-populate the repo-local 3rdParty folder on the Windows runner. Missing: $($missingFiles -join ', ')"
Write-Error "Missing native third-party dependencies. Initialize the private video-io-3rdParty submodule, set THIRD_PARTY_ROOT, or configure per-SDK repository variables. Missing: $($missingFiles -join ', ')"
exit 1
}
Write-Host "Using THIRD_PARTY_ROOT=$thirdPartyRoot"
Write-Host "Using SLANG_ROOT=$slangRoot"
cmake --preset vs2022-x64-release -DSLANG_ROOT="$slangRoot"
Write-Host "Using MSDF_ATLAS_GEN_ROOT=$msdfAtlasGenRoot"
Write-Host "Using NDI_SDK_ROOT=$ndiSdkRoot"
Write-Host "Using DECKLINK_SDK_ROOT=$deckLinkSdkRoot"
cmake --preset vs2022-x64-release -DTHIRD_PARTY_ROOT="$thirdPartyRoot" -DSLANG_ROOT="$slangRoot" -DMSDF_ATLAS_GEN_ROOT="$msdfAtlasGenRoot" -DNDI_SDK_ROOT="$ndiSdkRoot" -DDECKLINK_SDK_ROOT="$deckLinkSdkRoot"
- name: Build Release
shell: powershell
run: cmake --build --preset build-release
run: cmake --build --preset build-release --parallel
- name: Install Runtime Package
shell: powershell

3
.gitmodules vendored Normal file
View File

@@ -0,0 +1,3 @@
[submodule "video-io-3rdParty"]
path = video-io-3rdParty
url = https://git.f-40.com/aiden/video-io-3rdParty.git

15
.vscode/launch.json vendored
View File

@@ -2,16 +2,21 @@
"version": "0.2.0",
"configurations": [
{
"name": "Debug LoopThroughWithOpenGLCompositing",
"name": "Debug RenderCadenceCompositor",
"type": "cppvsdbg",
"request": "launch",
"program": "${workspaceFolder}\\build\\vs2022-x64-debug\\Debug\\LoopThroughWithOpenGLCompositing.exe",
"program": "${workspaceFolder}\\build\\vs2022-x64-debug\\Debug\\RenderCadenceCompositor.exe",
"args": [],
"stopAtEntry": false,
"cwd": "${workspaceFolder}\\build\\vs2022-x64-debug\\Debug",
"cwd": "${workspaceFolder}",
"environment": [],
"console": "internalConsole",
"preLaunchTask": "Build LoopThroughWithOpenGLCompositing Debug x64"
"console": "externalTerminal",
"symbolSearchPath": "${workspaceFolder}\\build\\vs2022-x64-debug\\Debug",
"requireExactSource": true,
"logging": {
"moduleLoad": true
},
"preLaunchTask": "Build RenderCadenceCompositor Debug x64"
}
]
}

11
.vscode/settings.json vendored Normal file
View File

@@ -0,0 +1,11 @@
{
"json.schemas": [
{
"fileMatch": [
"/config/runtime-host.json",
"/config/runtime-host.*.json"
],
"url": "./config/runtime-host.schema.json"
}
]
}

46
.vscode/tasks.json vendored
View File

@@ -2,42 +2,72 @@
"version": "2.0.0",
"tasks": [
{
"label": "Build LoopThroughWithOpenGLCompositing Debug x64",
"label": "Configure Debug x64",
"type": "process",
"command": "C:\\Program Files\\Microsoft Visual Studio\\2022\\Community\\Common7\\IDE\\CommonExtensions\\Microsoft\\CMake\\CMake\\bin\\cmake.exe",
"command": "cmake",
"args": [
"--preset",
"vs2022-x64-debug"
],
"problemMatcher": "$msCompile"
},
{
"label": "Build RenderCadenceCompositor Debug x64",
"type": "process",
"command": "cmake",
"args": [
"--build",
"${workspaceFolder}\\build\\vs2022-x64-debug",
"--config",
"Debug",
"--target",
"LoopThroughWithOpenGLCompositing"
"RenderCadenceCompositor",
"--parallel"
],
"group": {
"kind": "build",
"isDefault": true
},
"dependsOn": "Configure Debug x64",
"problemMatcher": "$msCompile"
},
{
"label": "Build LoopThroughWithOpenGLCompositing Release x64",
"label": "Build RenderCadenceCompositor Release x64",
"type": "process",
"command": "C:\\Program Files\\Microsoft Visual Studio\\2022\\Community\\Common7\\IDE\\CommonExtensions\\Microsoft\\CMake\\CMake\\bin\\cmake.exe",
"command": "cmake",
"args": [
"--build",
"${workspaceFolder}\\build\\vs2022-x64-release",
"--config",
"Release",
"--target",
"LoopThroughWithOpenGLCompositing"
"RenderCadenceCompositor",
"--parallel"
],
"group": "build",
"problemMatcher": "$msCompile"
},
{
"label": "Clean LoopThroughWithOpenGLCompositing Debug x64",
"label": "Run Native Tests Debug x64",
"type": "process",
"command": "C:\\Program Files\\Microsoft Visual Studio\\2022\\Community\\Common7\\IDE\\CommonExtensions\\Microsoft\\CMake\\CMake\\bin\\cmake.exe",
"command": "cmake",
"args": [
"--build",
"${workspaceFolder}\\build\\vs2022-x64-debug",
"--config",
"Debug",
"--target",
"RUN_TESTS",
"--parallel"
],
"group": "test",
"dependsOn": "Configure Debug x64",
"problemMatcher": "$msCompile"
},
{
"label": "Clean Debug x64",
"type": "process",
"command": "cmake",
"args": [
"--build",
"${workspaceFolder}\\build\\vs2022-x64-debug",

View File

@@ -1,365 +1,314 @@
cmake_minimum_required(VERSION 3.24)
project(video_shader LANGUAGES C CXX RC)
project(video_shader LANGUAGES C CXX)
include(CTest)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
set(APP_DIR "${CMAKE_CURRENT_SOURCE_DIR}/apps/LoopThroughWithOpenGLCompositing")
set(SLANG_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/3rdParty/slang-2026.8-windows-x86_64" CACHE PATH "Path to a Slang binary release containing bin/slangc.exe")
set(SRC_DIR "${CMAKE_CURRENT_SOURCE_DIR}/src")
set(TEST_DIR "${CMAKE_CURRENT_SOURCE_DIR}/tests")
if(NOT EXISTS "${APP_DIR}/LoopThroughWithOpenGLCompositing.cpp")
message(FATAL_ERROR "Imported app sources were not found under ${APP_DIR}")
set(LEGACY_THIRD_PARTY_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/3rdParty")
set(DEFAULT_THIRD_PARTY_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/video-io-3rdParty")
if(NOT EXISTS "${DEFAULT_THIRD_PARTY_ROOT}")
set(DEFAULT_THIRD_PARTY_ROOT "${LEGACY_THIRD_PARTY_ROOT}")
endif()
set(THIRD_PARTY_ROOT "${DEFAULT_THIRD_PARTY_ROOT}" CACHE PATH "Path to the third-party SDK bundle")
if(EXISTS "${DEFAULT_THIRD_PARTY_ROOT}" AND THIRD_PARTY_ROOT STREQUAL LEGACY_THIRD_PARTY_ROOT AND NOT EXISTS "${THIRD_PARTY_ROOT}")
set(THIRD_PARTY_ROOT "${DEFAULT_THIRD_PARTY_ROOT}" CACHE PATH "Path to the third-party SDK bundle" FORCE)
endif()
set(SLANG_ROOT "${THIRD_PARTY_ROOT}/slang-2026.8-windows-x86_64" CACHE PATH "Path to a Slang binary release containing bin/slangc.exe")
set(MSDF_ATLAS_GEN_ROOT "${THIRD_PARTY_ROOT}/msdf-atlas-gen" CACHE PATH "Path to msdf-atlas-gen binary release")
set(NDI_SDK_ROOT "${THIRD_PARTY_ROOT}/NDI 6 SDK" CACHE PATH "Path to the NDI SDK")
set(DECKLINK_SDK_ROOT "${THIRD_PARTY_ROOT}/Blackmagic DeckLink SDK 16.0" CACHE PATH "Path to the Blackmagic DeckLink SDK")
set(LEGACY_SLANG_ROOT "${LEGACY_THIRD_PARTY_ROOT}/slang-2026.8-windows-x86_64")
set(LEGACY_MSDF_ATLAS_GEN_ROOT "${LEGACY_THIRD_PARTY_ROOT}/msdf-atlas-gen")
set(LEGACY_NDI_SDK_ROOT "${LEGACY_THIRD_PARTY_ROOT}/NDI 6 SDK")
set(LEGACY_DECKLINK_SDK_ROOT "${LEGACY_THIRD_PARTY_ROOT}/Blackmagic DeckLink SDK 16.0")
if(EXISTS "${DEFAULT_THIRD_PARTY_ROOT}")
if(SLANG_ROOT STREQUAL LEGACY_SLANG_ROOT AND NOT EXISTS "${SLANG_ROOT}")
set(SLANG_ROOT "${THIRD_PARTY_ROOT}/slang-2026.8-windows-x86_64" CACHE PATH "Path to a Slang binary release containing bin/slangc.exe" FORCE)
endif()
if(MSDF_ATLAS_GEN_ROOT STREQUAL LEGACY_MSDF_ATLAS_GEN_ROOT AND NOT EXISTS "${MSDF_ATLAS_GEN_ROOT}")
set(MSDF_ATLAS_GEN_ROOT "${THIRD_PARTY_ROOT}/msdf-atlas-gen" CACHE PATH "Path to msdf-atlas-gen binary release" FORCE)
endif()
if(NDI_SDK_ROOT STREQUAL LEGACY_NDI_SDK_ROOT AND NOT EXISTS "${NDI_SDK_ROOT}")
set(NDI_SDK_ROOT "${THIRD_PARTY_ROOT}/NDI 6 SDK" CACHE PATH "Path to the NDI SDK" FORCE)
endif()
if(DECKLINK_SDK_ROOT STREQUAL LEGACY_DECKLINK_SDK_ROOT AND NOT EXISTS "${DECKLINK_SDK_ROOT}")
set(DECKLINK_SDK_ROOT "${THIRD_PARTY_ROOT}/Blackmagic DeckLink SDK 16.0" CACHE PATH "Path to the Blackmagic DeckLink SDK" FORCE)
endif()
endif()
set(VIDEO_SHADER_INCLUDE_DIRS
"${SRC_DIR}"
"${SRC_DIR}/app"
"${SRC_DIR}/control"
"${SRC_DIR}/control/http"
"${SRC_DIR}/frames"
"${SRC_DIR}/json"
"${SRC_DIR}/logging"
"${SRC_DIR}/platform"
"${SRC_DIR}/preview"
"${SRC_DIR}/render"
"${SRC_DIR}/render/readback"
"${SRC_DIR}/render/thread"
"${SRC_DIR}/render/runtime"
"${SRC_DIR}/runtime"
"${SRC_DIR}/runtime/catalog"
"${SRC_DIR}/runtime/layers"
"${SRC_DIR}/runtime/shader"
"${SRC_DIR}/runtime/state"
"${SRC_DIR}/runtime/text"
"${SRC_DIR}/shader"
"${SRC_DIR}/telemetry"
"${SRC_DIR}/video"
"${SRC_DIR}/video/core"
"${SRC_DIR}/video/decklink"
"${SRC_DIR}/video/ndi"
"${SRC_DIR}/video/playout"
)
function(video_shader_target_defaults target)
target_include_directories(${target} PRIVATE ${VIDEO_SHADER_INCLUDE_DIRS})
target_compile_definitions(${target} PRIVATE _UNICODE UNICODE)
if(MSVC)
target_compile_options(${target} PRIVATE /W3)
endif()
endfunction()
function(video_shader_files_exist out_var)
set(missing_files)
foreach(file IN LISTS ARGN)
if(NOT EXISTS "${file}")
list(APPEND missing_files "${file}")
endif()
endforeach()
set(${out_var} "${missing_files}" PARENT_SCOPE)
endfunction()
function(add_video_shader_test name)
add_executable(${name} ${ARGN})
video_shader_target_defaults(${name})
add_test(NAME ${name} COMMAND ${name})
endfunction()
set(RUNTIME_JSON_SOURCES
"${SRC_DIR}/runtime/state/RuntimeJson.cpp"
)
set(RUNTIME_PARAMETER_SOURCES
${RUNTIME_JSON_SOURCES}
"${SRC_DIR}/runtime/state/RuntimeParameterUtils.cpp"
)
set(RUNTIME_STATE_SOURCES
${RUNTIME_JSON_SOURCES}
"${SRC_DIR}/runtime/state/RuntimeStatePersistence.cpp"
)
set(RUNTIME_LAYER_SOURCES
"${SRC_DIR}/runtime/layers/RuntimeLayerModel.cpp"
"${SRC_DIR}/runtime/layers/RuntimeLayerReload.cpp"
"${SRC_DIR}/runtime/layers/RuntimeLayerSnapshot.cpp"
"${SRC_DIR}/runtime/layers/RuntimeLayerStateRestore.cpp"
)
set(RUNTIME_TEXT_SOURCES
"${SRC_DIR}/runtime/text/FontAtlasBuilder.cpp"
"${SRC_DIR}/runtime/text/FontAtlasImageLoader.cpp"
"${SRC_DIR}/runtime/text/FontAtlasMetadata.cpp"
"${SRC_DIR}/runtime/text/FontAtlasProcess.cpp"
"${SRC_DIR}/runtime/text/RuntimeTextTextureComposer.cpp"
)
set(RUNTIME_CATALOG_SOURCES
"${SRC_DIR}/runtime/catalog/SupportedShaderCatalog.cpp"
)
set(SHADER_MANIFEST_SOURCES
"${SRC_DIR}/shader/ShaderManifestAssets.cpp"
"${SRC_DIR}/shader/ShaderManifestParameters.cpp"
"${SRC_DIR}/shader/ShaderManifestParser.cpp"
"${SRC_DIR}/shader/ShaderPackageRegistry.cpp"
"${SRC_DIR}/shader/ShaderUiPath.cpp"
)
set(VIDEO_MODE_SOURCES
"${SRC_DIR}/video/core/VideoMode.cpp"
)
set(VIDEO_FORMAT_SOURCES
"${SRC_DIR}/video/core/VideoIOFormat.cpp"
)
set(SLANG_RUNTIME_FILES
"${SLANG_ROOT}/bin/slangc.exe"
"${SLANG_ROOT}/bin/slang-compiler.dll"
"${SLANG_ROOT}/bin/slang-glslang.dll"
)
set(SLANG_LICENSE_FILE "${SLANG_ROOT}/LICENSE")
set(MSDF_ATLAS_GEN_EXE_FILE "${MSDF_ATLAS_GEN_ROOT}/msdf-atlas-gen.exe")
file(GLOB MSDF_ATLAS_GEN_DLL_FILES CONFIGURE_DEPENDS
"${MSDF_ATLAS_GEN_ROOT}/*.dll"
)
set(MSDF_ATLAS_GEN_RUNTIME_FILES
"${MSDF_ATLAS_GEN_EXE_FILE}"
${MSDF_ATLAS_GEN_DLL_FILES}
)
set(MSDF_ATLAS_GEN_LICENSE_FILE "${MSDF_ATLAS_GEN_ROOT}/LICENSE.txt")
set(MSDF_ATLAS_GEN_README_FILE "${MSDF_ATLAS_GEN_ROOT}/README.md")
set(NDI_INCLUDE_DIR "${NDI_SDK_ROOT}/Include")
set(NDI_RUNTIME_DLL "${NDI_SDK_ROOT}/Bin/x64/Processing.NDI.Lib.x64.dll")
set(NDI_IMPORT_LIB "${NDI_SDK_ROOT}/Lib/x64/Processing.NDI.Lib.x64.lib")
set(NDI_LICENSE_FILE "${NDI_SDK_ROOT}/NDI SDK License Agreement.pdf")
set(NDI_NOTICES_FILE "${NDI_SDK_ROOT}/Bin/x64/Processing.NDI.Lib.Licenses.txt")
set(DECKLINK_SDK_IDL_FILE "${DECKLINK_SDK_ROOT}/Win/include/DeckLinkAPI.idl")
set(DECKLINK_SDK_LICENSE_FILE "${DECKLINK_SDK_ROOT}/End User License Agreement.pdf")
foreach(SLANG_RUNTIME_FILE IN LISTS SLANG_RUNTIME_FILES)
if(NOT EXISTS "${SLANG_RUNTIME_FILE}")
message(FATAL_ERROR "Required Slang runtime file not found: ${SLANG_RUNTIME_FILE}")
set(RENDER_CADENCE_APP_REQUIRED_FILES
"${SRC_DIR}/RenderCadenceCompositor.cpp"
"${SRC_DIR}/video/decklink/DeckLinkAPI_i.c"
"${SRC_DIR}/video/decklink/DeckLinkAPI_h.h"
)
video_shader_files_exist(RENDER_CADENCE_APP_MISSING_FILES ${RENDER_CADENCE_APP_REQUIRED_FILES})
if(EXISTS "${DECKLINK_SDK_IDL_FILE}")
message(STATUS "Blackmagic DeckLink SDK found: ${DECKLINK_SDK_ROOT}")
else()
message(STATUS "Blackmagic DeckLink SDK not found at ${DECKLINK_SDK_ROOT}; using checked-in DeckLink API shim files only")
endif()
if(RENDER_CADENCE_APP_MISSING_FILES)
message(STATUS "RenderCadenceCompositor target skipped; required app entry or external DeckLink SDK shim files are missing:")
foreach(missing_file IN LISTS RENDER_CADENCE_APP_MISSING_FILES)
message(STATUS " ${missing_file}")
endforeach()
else()
file(GLOB_RECURSE RENDER_CADENCE_APP_SOURCES CONFIGURE_DEPENDS
"${SRC_DIR}/*.c"
"${SRC_DIR}/*.cpp"
"${SRC_DIR}/*.h"
)
add_executable(RenderCadenceCompositor ${RENDER_CADENCE_APP_SOURCES})
video_shader_target_defaults(RenderCadenceCompositor)
if(EXISTS "${NDI_INCLUDE_DIR}" AND EXISTS "${NDI_IMPORT_LIB}")
target_include_directories(RenderCadenceCompositor PRIVATE "${NDI_INCLUDE_DIR}")
target_link_libraries(RenderCadenceCompositor PRIVATE "${NDI_IMPORT_LIB}")
if(EXISTS "${NDI_RUNTIME_DLL}")
add_custom_command(TARGET RenderCadenceCompositor POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${NDI_RUNTIME_DLL}"
"$<TARGET_FILE_DIR:RenderCadenceCompositor>/Processing.NDI.Lib.x64.dll"
)
endif()
else()
message(STATUS "NDI SDK headers/import library not found; NDI backends will not build correctly: ${NDI_SDK_ROOT}")
endif()
target_link_libraries(RenderCadenceCompositor PRIVATE
opengl32
Ole32
Windowscodecs
Ws2_32
)
source_group(TREE "${SRC_DIR}" FILES ${RENDER_CADENCE_APP_SOURCES})
endif()
if(BUILD_TESTING)
add_subdirectory(tests)
endif()
if(TARGET RenderCadenceCompositor)
install(TARGETS RenderCadenceCompositor
RUNTIME DESTINATION "."
)
endif()
foreach(slang_runtime_file IN LISTS SLANG_RUNTIME_FILES)
if(EXISTS "${slang_runtime_file}")
install(FILES "${slang_runtime_file}"
DESTINATION "3rdParty/slang/bin"
)
else()
message(STATUS "Slang runtime file not found and will not be installed: ${slang_runtime_file}")
endif()
endforeach()
set(SLANG_LICENSE_FILE "${SLANG_ROOT}/LICENSE")
if(NOT EXISTS "${SLANG_LICENSE_FILE}")
message(FATAL_ERROR "Slang license file not found: ${SLANG_LICENSE_FILE}")
foreach(msdf_runtime_file IN LISTS MSDF_ATLAS_GEN_RUNTIME_FILES)
if(EXISTS "${msdf_runtime_file}")
install(FILES "${msdf_runtime_file}"
DESTINATION "3rdParty/msdf-atlas-gen"
)
else()
message(STATUS "msdf-atlas-gen runtime file not found and will not be installed: ${msdf_runtime_file}")
endif()
endforeach()
if(EXISTS "${MSDF_ATLAS_GEN_LICENSE_FILE}")
install(FILES "${MSDF_ATLAS_GEN_LICENSE_FILE}"
DESTINATION "third_party_notices"
RENAME "MSDF_ATLAS_GEN_LICENSE.txt"
)
else()
message(STATUS "msdf-atlas-gen license file not found: ${MSDF_ATLAS_GEN_LICENSE_FILE}")
endif()
set(APP_SOURCES
"${APP_DIR}/videoio/decklink/DeckLinkAPI_i.c"
"${APP_DIR}/control/ControlServer.cpp"
"${APP_DIR}/control/ControlServer.h"
"${APP_DIR}/control/ControlServices.cpp"
"${APP_DIR}/control/ControlServices.h"
"${APP_DIR}/control/OscServer.cpp"
"${APP_DIR}/control/OscServer.h"
"${APP_DIR}/control/RuntimeControlBridge.cpp"
"${APP_DIR}/control/RuntimeControlBridge.h"
"${APP_DIR}/control/RuntimeServices.cpp"
"${APP_DIR}/control/RuntimeServices.h"
"${APP_DIR}/videoio/decklink/DeckLinkAPI_h.h"
"${APP_DIR}/videoio/decklink/DeckLinkDisplayMode.cpp"
"${APP_DIR}/videoio/decklink/DeckLinkDisplayMode.h"
"${APP_DIR}/videoio/decklink/DeckLinkFrameTransfer.cpp"
"${APP_DIR}/videoio/decklink/DeckLinkFrameTransfer.h"
"${APP_DIR}/videoio/decklink/DeckLinkSession.cpp"
"${APP_DIR}/videoio/decklink/DeckLinkSession.h"
"${APP_DIR}/videoio/decklink/DeckLinkVideoIOFormat.cpp"
"${APP_DIR}/videoio/decklink/DeckLinkVideoIOFormat.h"
"${APP_DIR}/gl/renderer/GLExtensions.cpp"
"${APP_DIR}/gl/renderer/GLExtensions.h"
"${APP_DIR}/gl/shader/GlobalParamsBuffer.cpp"
"${APP_DIR}/gl/shader/GlobalParamsBuffer.h"
"${APP_DIR}/gl/renderer/GlRenderConstants.h"
"${APP_DIR}/gl/renderer/GlScopedObjects.h"
"${APP_DIR}/gl/shader/GlShaderSources.cpp"
"${APP_DIR}/gl/shader/GlShaderSources.h"
"${APP_DIR}/gl/OpenGLComposite.cpp"
"${APP_DIR}/gl/OpenGLComposite.h"
"${APP_DIR}/gl/OpenGLCompositeRuntimeControls.cpp"
"${APP_DIR}/gl/RenderEngine.cpp"
"${APP_DIR}/gl/RenderEngine.h"
"${APP_DIR}/gl/pipeline/OpenGLRenderPass.cpp"
"${APP_DIR}/gl/pipeline/OpenGLRenderPass.h"
"${APP_DIR}/gl/pipeline/OpenGLRenderPipeline.cpp"
"${APP_DIR}/gl/pipeline/OpenGLRenderPipeline.h"
"${APP_DIR}/gl/pipeline/RenderPassDescriptor.h"
"${APP_DIR}/gl/pipeline/ShaderFeedbackBuffers.cpp"
"${APP_DIR}/gl/pipeline/ShaderFeedbackBuffers.h"
"${APP_DIR}/gl/renderer/OpenGLRenderer.cpp"
"${APP_DIR}/gl/renderer/OpenGLRenderer.h"
"${APP_DIR}/gl/renderer/RenderTargetPool.cpp"
"${APP_DIR}/gl/renderer/RenderTargetPool.h"
"${APP_DIR}/gl/pipeline/OpenGLVideoIOBridge.cpp"
"${APP_DIR}/gl/pipeline/OpenGLVideoIOBridge.h"
"${APP_DIR}/gl/shader/OpenGLShaderPrograms.cpp"
"${APP_DIR}/gl/shader/OpenGLShaderPrograms.h"
"${APP_DIR}/gl/pipeline/PngScreenshotWriter.cpp"
"${APP_DIR}/gl/pipeline/PngScreenshotWriter.h"
"${APP_DIR}/gl/shader/ShaderProgramCompiler.cpp"
"${APP_DIR}/gl/shader/ShaderProgramCompiler.h"
"${APP_DIR}/gl/shader/ShaderBuildQueue.cpp"
"${APP_DIR}/gl/shader/ShaderBuildQueue.h"
"${APP_DIR}/gl/shader/ShaderTextureBindings.cpp"
"${APP_DIR}/gl/shader/ShaderTextureBindings.h"
"${APP_DIR}/gl/shader/Std140Buffer.h"
"${APP_DIR}/gl/shader/TextRasterizer.cpp"
"${APP_DIR}/gl/shader/TextRasterizer.h"
"${APP_DIR}/gl/shader/TextureAssetLoader.cpp"
"${APP_DIR}/gl/shader/TextureAssetLoader.h"
"${APP_DIR}/gl/pipeline/TemporalHistoryBuffers.cpp"
"${APP_DIR}/gl/pipeline/TemporalHistoryBuffers.h"
"${APP_DIR}/LoopThroughWithOpenGLCompositing.cpp"
"${APP_DIR}/LoopThroughWithOpenGLCompositing.h"
"${APP_DIR}/LoopThroughWithOpenGLCompositing.rc"
"${APP_DIR}/platform/NativeHandles.h"
"${APP_DIR}/platform/NativeSockets.h"
"${APP_DIR}/resource.h"
"${APP_DIR}/runtime/RuntimeHost.cpp"
"${APP_DIR}/runtime/RuntimeHost.h"
"${APP_DIR}/runtime/HealthTelemetry.cpp"
"${APP_DIR}/runtime/HealthTelemetry.h"
"${APP_DIR}/runtime/RuntimeSnapshotProvider.cpp"
"${APP_DIR}/runtime/RuntimeSnapshotProvider.h"
"${APP_DIR}/runtime/RuntimeClock.cpp"
"${APP_DIR}/runtime/RuntimeClock.h"
"${APP_DIR}/runtime/RuntimeJson.cpp"
"${APP_DIR}/runtime/RuntimeJson.h"
"${APP_DIR}/runtime/RuntimeParameterUtils.cpp"
"${APP_DIR}/runtime/RuntimeParameterUtils.h"
"${APP_DIR}/runtime/RuntimeStore.cpp"
"${APP_DIR}/runtime/RuntimeStore.h"
"${APP_DIR}/shader/ShaderCompiler.cpp"
"${APP_DIR}/shader/ShaderCompiler.h"
"${APP_DIR}/shader/ShaderPackageRegistry.cpp"
"${APP_DIR}/shader/ShaderPackageRegistry.h"
"${APP_DIR}/shader/ShaderTypes.h"
"${APP_DIR}/stdafx.cpp"
"${APP_DIR}/stdafx.h"
"${APP_DIR}/targetver.h"
"${APP_DIR}/videoio/VideoIOFormat.cpp"
"${APP_DIR}/videoio/VideoIOFormat.h"
"${APP_DIR}/videoio/VideoBackend.cpp"
"${APP_DIR}/videoio/VideoBackend.h"
"${APP_DIR}/videoio/VideoIOTypes.h"
"${APP_DIR}/videoio/VideoPlayoutScheduler.cpp"
"${APP_DIR}/videoio/VideoPlayoutScheduler.h"
)
add_executable(LoopThroughWithOpenGLCompositing WIN32 ${APP_SOURCES})
target_include_directories(LoopThroughWithOpenGLCompositing PRIVATE
"${APP_DIR}"
"${APP_DIR}/control"
"${APP_DIR}/gl"
"${APP_DIR}/gl/pipeline"
"${APP_DIR}/gl/renderer"
"${APP_DIR}/gl/shader"
"${APP_DIR}/platform"
"${APP_DIR}/runtime"
"${APP_DIR}/shader"
"${APP_DIR}/videoio"
"${APP_DIR}/videoio/decklink"
)
target_link_libraries(LoopThroughWithOpenGLCompositing PRIVATE
opengl32
glu32
Ws2_32
Crypt32
Advapi32
Gdiplus
Ole32
Windowscodecs
)
target_compile_definitions(LoopThroughWithOpenGLCompositing PRIVATE
_UNICODE
UNICODE
)
if(MSVC)
target_compile_options(LoopThroughWithOpenGLCompositing PRIVATE /W3)
if(EXISTS "${MSDF_ATLAS_GEN_README_FILE}")
install(FILES "${MSDF_ATLAS_GEN_README_FILE}"
DESTINATION "third_party_notices"
RENAME "MSDF_ATLAS_GEN_README.md"
)
else()
message(STATUS "msdf-atlas-gen readme file not found: ${MSDF_ATLAS_GEN_README_FILE}")
endif()
add_executable(RuntimeJsonTests
"${APP_DIR}/runtime/RuntimeJson.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/RuntimeJsonTests.cpp"
)
target_include_directories(RuntimeJsonTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/runtime"
)
if(MSVC)
target_compile_options(RuntimeJsonTests PRIVATE /W3)
endif()
enable_testing()
add_test(NAME RuntimeJsonTests COMMAND RuntimeJsonTests)
add_executable(RuntimeClockTests
"${APP_DIR}/runtime/RuntimeClock.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/RuntimeClockTests.cpp"
)
target_include_directories(RuntimeClockTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/runtime"
)
if(MSVC)
target_compile_options(RuntimeClockTests PRIVATE /W3)
endif()
add_test(NAME RuntimeClockTests COMMAND RuntimeClockTests)
add_executable(RuntimeParameterUtilsTests
"${APP_DIR}/runtime/RuntimeJson.cpp"
"${APP_DIR}/runtime/RuntimeParameterUtils.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/RuntimeParameterUtilsTests.cpp"
)
target_include_directories(RuntimeParameterUtilsTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/runtime"
"${APP_DIR}/shader"
)
if(MSVC)
target_compile_options(RuntimeParameterUtilsTests PRIVATE /W3)
endif()
add_test(NAME RuntimeParameterUtilsTests COMMAND RuntimeParameterUtilsTests)
add_executable(Std140BufferTests
"${CMAKE_CURRENT_SOURCE_DIR}/tests/Std140BufferTests.cpp"
)
target_include_directories(Std140BufferTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/gl"
"${APP_DIR}/gl/shader"
)
if(MSVC)
target_compile_options(Std140BufferTests PRIVATE /W3)
endif()
add_test(NAME Std140BufferTests COMMAND Std140BufferTests)
add_executable(ShaderPackageRegistryTests
"${APP_DIR}/runtime/RuntimeJson.cpp"
"${APP_DIR}/shader/ShaderPackageRegistry.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/ShaderPackageRegistryTests.cpp"
)
target_include_directories(ShaderPackageRegistryTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/runtime"
"${APP_DIR}/shader"
)
if(MSVC)
target_compile_options(ShaderPackageRegistryTests PRIVATE /W3)
endif()
add_test(NAME ShaderPackageRegistryTests COMMAND ShaderPackageRegistryTests)
add_executable(ShaderSlangValidationTests
"${APP_DIR}/runtime/RuntimeJson.cpp"
"${APP_DIR}/shader/ShaderCompiler.cpp"
"${APP_DIR}/shader/ShaderPackageRegistry.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/ShaderSlangValidationTests.cpp"
)
target_include_directories(ShaderSlangValidationTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/platform"
"${APP_DIR}/runtime"
"${APP_DIR}/shader"
)
if(MSVC)
target_compile_options(ShaderSlangValidationTests PRIVATE /W3)
endif()
add_test(NAME ShaderSlangValidationTests COMMAND ShaderSlangValidationTests)
set_tests_properties(ShaderSlangValidationTests PROPERTIES
ENVIRONMENT "SLANG_ROOT=${SLANG_ROOT}"
)
add_executable(OscServerTests
"${APP_DIR}/control/OscServer.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/OscServerTests.cpp"
)
target_include_directories(OscServerTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/control"
"${APP_DIR}/platform"
)
target_link_libraries(OscServerTests PRIVATE
Ws2_32
)
if(MSVC)
target_compile_options(OscServerTests PRIVATE /W3)
endif()
add_test(NAME OscServerTests COMMAND OscServerTests)
add_executable(VideoIOFormatTests
"${APP_DIR}/videoio/decklink/DeckLinkVideoIOFormat.cpp"
"${APP_DIR}/videoio/VideoIOFormat.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/VideoIOFormatTests.cpp"
)
target_include_directories(VideoIOFormatTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/videoio"
"${APP_DIR}/videoio/decklink"
)
if(MSVC)
target_compile_options(VideoIOFormatTests PRIVATE /W3)
endif()
add_test(NAME VideoIOFormatTests COMMAND VideoIOFormatTests)
add_executable(VideoPlayoutSchedulerTests
"${APP_DIR}/videoio/VideoPlayoutScheduler.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/VideoPlayoutSchedulerTests.cpp"
)
target_include_directories(VideoPlayoutSchedulerTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/videoio"
"${APP_DIR}/videoio/decklink"
)
if(MSVC)
target_compile_options(VideoPlayoutSchedulerTests PRIVATE /W3)
endif()
add_test(NAME VideoPlayoutSchedulerTests COMMAND VideoPlayoutSchedulerTests)
add_executable(VideoIODeviceFakeTests
"${APP_DIR}/videoio/VideoIOFormat.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/VideoIODeviceFakeTests.cpp"
)
target_include_directories(VideoIODeviceFakeTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/videoio"
"${APP_DIR}/videoio/decklink"
)
if(MSVC)
target_compile_options(VideoIODeviceFakeTests PRIVATE /W3)
endif()
add_test(NAME VideoIODeviceFakeTests COMMAND VideoIODeviceFakeTests)
install(TARGETS LoopThroughWithOpenGLCompositing
RUNTIME DESTINATION "."
)
install(FILES ${SLANG_RUNTIME_FILES}
DESTINATION "3rdParty/slang/bin"
)
install(FILES "${SLANG_LICENSE_FILE}"
if(EXISTS "${SLANG_LICENSE_FILE}")
install(FILES "${SLANG_LICENSE_FILE}"
DESTINATION "third_party_notices"
RENAME "SLANG_LICENSE.txt"
)
)
else()
message(STATUS "Slang license file not found and will not be installed: ${SLANG_LICENSE_FILE}")
endif()
if(EXISTS "${NDI_RUNTIME_DLL}")
install(FILES "${NDI_RUNTIME_DLL}"
DESTINATION "."
)
else()
message(STATUS "NDI runtime DLL not found and will not be installed: ${NDI_RUNTIME_DLL}")
endif()
if(EXISTS "${NDI_LICENSE_FILE}")
install(FILES "${NDI_LICENSE_FILE}"
DESTINATION "third_party_notices"
RENAME "NDI_SDK_LICENSE_AGREEMENT.pdf"
)
else()
message(STATUS "NDI license file not found: ${NDI_LICENSE_FILE}")
endif()
if(EXISTS "${NDI_NOTICES_FILE}")
install(FILES "${NDI_NOTICES_FILE}"
DESTINATION "third_party_notices"
RENAME "NDI_RUNTIME_LICENSES.txt"
)
else()
message(STATUS "NDI runtime notices file not found: ${NDI_NOTICES_FILE}")
endif()
if(EXISTS "${DECKLINK_SDK_LICENSE_FILE}")
install(FILES "${DECKLINK_SDK_LICENSE_FILE}"
DESTINATION "third_party_notices"
RENAME "BLACKMAGIC_DECKLINK_SDK_EULA.pdf"
)
else()
message(STATUS "Blackmagic DeckLink SDK license file not found: ${DECKLINK_SDK_LICENSE_FILE}")
endif()
install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/shaders/SHADER_CONTRACT.md"
DESTINATION "."
@@ -390,5 +339,3 @@ install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/docs/"
DESTINATION "docs"
OPTIONAL
)
source_group(TREE "${APP_DIR}" FILES ${APP_SOURCES})

224
README.md
View File

@@ -1,27 +1,37 @@
# Video Shader
Native video shader host with an OpenGL render path, pluggable video I/O boundary, DeckLink backend, Slang shader packages, and a local React control UI.
Native video shader host with an OpenGL render path, pluggable video I/O boundary, DeckLink and NDI backends, Slang shader packages, and a local React control UI.
The app loads shader packages from `shaders/`, compiles Slang to GLSL at runtime, renders a configurable layer stack, and exposes a browser-based control surface over a local HTTP/WebSocket server. Shader compilation is prepared off the frame path where possible, then committed on the render thread so editing shader files does not block video output for the whole compile.
## Repository Layout
- `apps/LoopThroughWithOpenGLCompositing/`: native C++ host app.
- `src/`: native C++ host app.
- `shaders/`: shader packages, each with `shader.json` and `shader.slang`.
- `ui/`: Vite/React control UI.
- `config/runtime-host.json`: runtime configuration.
- `runtime/templates/`: tracked shader wrapper templates.
- `runtime/`: ignored generated runtime cache/state output. See `runtime/README.md`.
- `tests/`: focused native tests for pure runtime logic.
- `docs/CURRENT_SYSTEM_ARCHITECTURE.md`: current architecture notes for the cadence/video I/O host.
- `docs/RENDER_CADENCE_GOLDEN_RULES.md`: guardrails for changes that touch render cadence, runtime work, and video I/O.
- `.gitea/workflows/ci.yml`: Gitea Actions CI for Windows native tests and Ubuntu UI build.
Native app internals are grouped by boundary:
- `videoio/`: backend-neutral video I/O contracts, formats, and playout timing.
- `videoio/decklink/`: DeckLink-specific device adapter, callbacks, and SDK bindings.
- `gl/renderer/`: low-level OpenGL resources and extension helpers.
- `gl/pipeline/`: frame pipeline, render passes, video I/O bridge, preview/readback, and screenshots.
- `gl/shader/`: shader compilation, texture/text assets, UBO packing, and shader program ownership.
- `app/`: startup/shutdown orchestration, runtime-content controller boundary, config, preview, telemetry, and HTTP hookup.
- `control/`: HTTP/WebSocket server, command parsing, and runtime-state JSON presentation.
- `frames/`: system-memory frame exchange and input mailbox handoff.
- `render/`: render thread, readback, runtime render scene, and shared-context shader program preparation.
- `runtime/`: shader catalog support, layer model, Slang build bridge, font atlas build, and runtime-state persistence.
- `shader/`: shader package parsing and Slang compilation helpers.
- `video/core/`: backend-neutral video IO handoff contracts, mode descriptions, pixel formats, and output scheduling thread.
- `video/decklink/`: DeckLink input/output backend.
- `video/ndi/`: NDI input/output backend.
- `video/playout/`: backend-adjacent playout policy, queues, frame pools, and scheduling helpers.
- `video/legacy/`: older backend pipeline pieces kept separate while the new edge model settles.
The runtime shader stack is plugged into the host through `src/app/RuntimeContentController.h`. The checked-in app wires `ShaderRuntimeContentController` into that slot; a fork can provide another runtime-content controller for a larger render engine while keeping the cadence/video I/O shell.
## Requirements
@@ -29,27 +39,80 @@ Native app internals are grouped by boundary:
- CMake 3.24 or newer.
- Node.js and npm for the control UI.
- Blackmagic Desktop Video drivers and a DeckLink device for the current production video I/O backend.
- Slang binary release with `slangc.exe`, `slang-compiler.dll`, `slang-glslang.dll`, and `LICENSE`.
- Blackmagic DeckLink SDK 16.0 for DeckLink SDK reference files and redistribution notices.
- NDI 6 SDK for NDI input/output builds. CMake expects `Include/`, `Lib/x64/Processing.NDI.Lib.x64.lib`, `Bin/x64/Processing.NDI.Lib.x64.dll`, and the NDI license/notice files.
- Slang 2026.8 Windows x86_64 binary release with `bin/slangc.exe`, `bin/slang-compiler.dll`, `bin/slang-glslang.dll`, and `LICENSE`.
- `msdf-atlas-gen` Windows binary release with `msdf-atlas-gen.exe`, `LICENSE.txt`, `README.md`, and any adjacent runtime DLLs for font atlas generation.
Default expected Slang path:
### Third-party SDK bundle
Org members can initialize the private SDK bundle submodule:
```powershell
git submodule update --init --recursive
```
When present, CMake defaults to this private bundle:
```text
video-io-3rdParty/
Blackmagic DeckLink SDK 16.0/
NDI 6 SDK/
slang-2026.8-windows-x86_64/
msdf-atlas-gen/
```
The parent repository is public, but this bundle is private. External builders need to obtain the SDKs from their vendors and place them in an ignored local `3rdParty/` folder with the same layout, or pass explicit CMake paths.
Fallback local Slang path:
```text
3rdParty/slang-2026.8-windows-x86_64
```
Override example:
Fallback local `msdf-atlas-gen` path:
```text
3rdParty/msdf-atlas-gen
```
Fallback local NDI SDK path:
```text
3rdParty/NDI 6 SDK
```
Fallback local Blackmagic DeckLink SDK path:
```text
3rdParty/Blackmagic DeckLink SDK 16.0
```
Single-root override example:
```powershell
cmake --preset vs2022-x64-debug -DSLANG_ROOT="D:/SDKs/slang-2026.8-windows-x86_64"
cmake --preset vs2022-x64-debug -DTHIRD_PARTY_ROOT="D:/SDKs/video-io-3rdParty"
```
Individual override example:
```powershell
cmake --preset vs2022-x64-debug `
-DSLANG_ROOT="D:/SDKs/slang-2026.8-windows-x86_64" `
-DMSDF_ATLAS_GEN_ROOT="D:/SDKs/msdf-atlas-gen" `
-DNDI_SDK_ROOT="D:/SDKs/NDI 6 SDK" `
-DDECKLINK_SDK_ROOT="D:/SDKs/Blackmagic DeckLink SDK 16.0"
```
At runtime, Slang compilation follows the same root order: `SLANG_ROOT`, `THIRD_PARTY_ROOT`, repo `video-io-3rdParty/`, then repo or packaged `3rdParty/`. The packaged layout uses `3rdParty/slang/bin/slangc.exe`; development bundles can use `slang-2026.8-windows-x86_64/bin/slangc.exe`.
## Build
Configure and build the native app:
```powershell
cmake --preset vs2022-x64-debug
cmake --build --preset build-debug
cmake --build --preset build-debug --parallel
```
Build the React control UI:
@@ -65,10 +128,11 @@ The native app serves `ui/dist` when it exists, otherwise it falls back to the s
The control UI provides:
- A searchable shader library for adding layers.
- Compact parameter rows with inline descriptions and OSC copy controls.
- Stack save/recall presets.
- Compact parameter rows with inline descriptions and intended OSC route copy controls.
- Shader-declared custom Web Component control panels with default-control fallback.
- Manual shader reload.
- Screenshot capture from the final output render target.
- Host config editing, save, restart request, and NDI input source discovery.
- Compact video I/O and render cadence status.
## Package
@@ -80,7 +144,7 @@ npm ci
npm run build
cd ..
cmake --preset vs2022-x64-release
cmake --build --preset build-release
cmake --build --preset build-release --parallel
cmake --install build/vs2022-x64-release --config Release --prefix dist/VideoShader
```
@@ -88,10 +152,12 @@ The package folder will contain:
```text
dist/VideoShader/
LoopThroughWithOpenGLCompositing.exe
RenderCadenceCompositor.exe
Processing.NDI.Lib.x64.dll
config/
shaders/
3rdParty/slang/bin/
3rdParty/msdf-atlas-gen/
ui/dist/
docs/
SHADER_CONTRACT.md
@@ -99,9 +165,9 @@ dist/VideoShader/
third_party_notices/
```
You can run `LoopThroughWithOpenGLCompositing.exe` directly from that folder. In packaged mode, the app resolves `config/`, `shaders/`, `3rdParty/slang/bin/slangc.exe`, `ui/dist/`, and `runtime/templates/` relative to the exe folder. In development mode, it still falls back to repo-root discovery.
You can run `RenderCadenceCompositor.exe` directly from that folder. In packaged mode, the app resolves `config/`, `shaders/`, `3rdParty/slang/bin/slangc.exe`, `3rdParty/msdf-atlas-gen/msdf-atlas-gen.exe`, `Processing.NDI.Lib.x64.dll`, `ui/dist/`, and `runtime/templates/` relative to the exe folder. In development mode, it still falls back to repo-root discovery.
The install step copies only the Slang runtime files required by the shader compiler (`slangc.exe`, `slang-compiler.dll`, and `slang-glslang.dll`) plus `third_party_notices/SLANG_LICENSE.txt`. It does not copy the full Slang release folder.
The install step copies only the Slang runtime files required by the shader compiler (`slangc.exe`, `slang-compiler.dll`, and `slang-glslang.dll`) plus `third_party_notices/SLANG_LICENSE.txt`. It also copies `msdf-atlas-gen.exe`, any adjacent `msdf-atlas-gen` DLLs, `Processing.NDI.Lib.x64.dll`, and the `third_party_notices/MSDF_ATLAS_GEN_LICENSE.txt`, `third_party_notices/MSDF_ATLAS_GEN_README.md`, `third_party_notices/NDI_SDK_LICENSE_AGREEMENT.pdf`, and `third_party_notices/NDI_RUNTIME_LICENSES.txt` notice files. It does not copy full third-party release folders.
Create a zip for distribution:
@@ -114,7 +180,7 @@ Compress-Archive -Path dist/VideoShader/* -DestinationPath dist/VideoShader.zip
Run native tests:
```powershell
cmake --build --preset build-debug --target RUN_TESTS
cmake --build --preset build-debug --target RUN_TESTS --parallel
```
Run the UI production build check:
@@ -130,7 +196,6 @@ Current native test coverage includes:
- Parameter normalization and preset filename safety.
- Shader manifest parsing, temporal manifest validation, and package registry scanning.
- Video I/O format helpers, v210/Ay10 row-byte math, v210 pack/unpack math, playout scheduler timing, and fake backend contract coverage.
- OSC packet parsing.
- Slang validation for every available shader package.
## Runtime Configuration
@@ -144,19 +209,36 @@ Current native test coverage includes:
"oscBindAddress": "127.0.0.1",
"oscPort": 9000,
"oscSmoothing": 0.18,
"inputVideoFormat": "1080p",
"inputFrameRate": "59.94",
"outputVideoFormat": "1080p",
"outputFrameRate": "59.94",
"runtimeShaderId": "",
"input": {
"backend": "decklink",
"device": "default",
"resolution": "1080p",
"frameRate": "59.94"
},
"output": {
"backend": "decklink",
"device": "default",
"resolution": "1080p",
"frameRate": "59.94",
"pixelFormat": "auto",
"keying": {
"external": false,
"alphaRequired": false
}
},
"autoReload": true,
"maxTemporalHistoryFrames": 12,
"enableExternalKeying": true
"previewEnabled": false,
"previewFps": 59.94
}
```
`inputVideoFormat`/`inputFrameRate` select the video capture mode. `outputVideoFormat`/`outputFrameRate` select the playout mode. With the current DeckLink backend, supported modes depend on the installed card and driver. The shader stack runs at input resolution and the final rendered frame is scaled once into the configured output mode. Common examples include `720p`/`50`, `720p`/`59.94`, `1080i`/`50`, `1080i`/`59.94`, `1080p`/`25`, `1080p`/`50`, `1080p`/`59.94`, and `2160p`/`59.94`.
`input.backend` and `output.backend` select the concrete video I/O backend. Today the app supports `decklink`, `ndi`, and `none`; future backends such as Spout or file playback can be added behind the same factory boundary. `device` is a backend-neutral selector placeholder: DeckLink still chooses the first compatible device, NDI input uses it as the source selector, and NDI output uses it as the sender name.
Legacy `videoFormat` and `frameRate` keys are still accepted and apply to both input and output unless the explicit input/output keys are present.
`input.resolution`/`input.frameRate` select the video capture mode. `output.resolution`/`output.frameRate` select the playout mode through a backend-neutral mode description; the current DeckLink backend maps that mode to a `BMDDisplayMode` at the DeckLink boundary. Supported modes still depend on the installed card and driver. The shader stack runs at input resolution and the final rendered frame is scaled once into the configured output mode. Common examples include `720p`/`50`, `720p`/`59.94`, `1080i`/`50`, `1080i`/`59.94`, `1080p`/`25`, `1080p`/`50`, `1080p`/`59.94`, and `2160p`/`59.94`.
The checked-in config uses the nested `input` and `output` objects as the supported shape. When `input.backend` is `ndi`, the host-config editor uses NDI discovery to offer source-name suggestions in the `input.device` field while still allowing manual entry. The control UI presents `output.keying.external` and `output.keying.alphaRequired` as one **Output alpha** control; DeckLink maps that to external keying, while NDI only uses it to request an alpha-carrying system-frame format.
The control UI is available at:
@@ -164,11 +246,43 @@ The control UI is available at:
http://127.0.0.1:<serverPort>
```
## Runtime State And Presets
`/api/state` exposes backend-neutral output telemetry in `videoOutput`. Use `videoOutput.enabled`, `videoOutput.backend`, and `videoOutput.scheduleFailures` for portable status. Backend-specific counters live in `videoOutput.backendMetrics`.
The current layer stack is autosaved to `runtime/runtime_state.json` whenever layers, shader assignments, bypass state, ordering, or parameter values change. On startup, the host reloads that file before compiling the stack, so the last working stack should come back automatically.
### Borderless Window / Fullscreen Output Plan
Manual stack presets are still available from the control UI and are saved under `runtime/stack_presets/*.json`. Presets are useful for named looks, while `runtime_state.json` is the latest working state for the local machine.
The preview window is a best-effort diagnostic view and is allowed to drop or reuse frames without disturbing cadence. A borderless window or fullscreen display output should be implemented as a real `output.backend`, separate from preview, so it can target full configured resolution and frame rate.
Rough plan:
- Add a `window` video output backend behind the existing `IVideoOutput` factory, selectable with `"output": { "backend": "window", ... }`.
- Give it its own device/display selection, fullscreen/borderless mode, window position, vsync policy, and optional monitor refresh validation in `runtime-host.json`.
- Consume `SystemFrameExchange` frames like the other output backends, on an output-owned thread, without blocking the render thread.
- Upload/present frames through a dedicated GL/DX window context or shared-context path, with a bounded mailbox so late window presentation never back-pressures render cadence.
- Report backend-neutral telemetry through `videoOutput` and put display/window-specific details under `videoOutput.backendMetrics`.
- Keep the existing preview window as an operator confidence monitor only, not as the full-quality display output path.
### OCIO / Linear 16-Bit Float Pipeline Plan
The render backend should move toward a true linear-light `RGBA16F` pipeline, with OpenColorIO used for explicit color transforms at the video I/O and display edges. Shader packages should be able to assume a stable working space instead of guessing whether input pixels are display-referred, log, Rec.709, HDR, or already linear.
Rough plan:
- Add OCIO as an optional third-party dependency and package its required runtime DLLs, config files, and license notices with Release builds.
- Extend `runtime-host.json` with color settings for input, working, output, and preview/display transforms, including OCIO config path, input color space, working color space, output color space, view, look, exposure, and gamma.
- Convert captured/input frames into the configured linear working space before shader layers sample them.
- Allocate runtime render targets, temporal history, feedback buffers, and intermediate layer buffers as `RGBA16F` by default, with explicit fallbacks for unsupported hardware.
- Keep shader parameter uploads and texture assets explicit about color intent: data textures stay data, image/video textures can opt into OCIO or known transfer conversion.
- Apply the output transform only at backend edges: DeckLink/NDI/window output, screenshots, and preview each get the correct display/output transform for their target.
- Prebuild OCIO GPU shader/lut resources off the render thread and commit prepared resources to the render thread only when ready, following the render cadence golden rules.
- Add test coverage for config parsing, color-pipeline defaults, fallback behavior, and shader/runtime state reporting.
## Runtime State
The current layer stack is autosaved to `runtime/runtime_state.json` whenever durable UI/API layer changes are accepted: add/remove, shader assignment, bypass state, ordering, parameter updates, parameter reset, and reload compatibility refreshes. Saves are debounced and written on a background worker, with a final flush during shutdown.
On startup, the host tries to reload `runtime/runtime_state.json` before compiling the stack. Valid saved layers are rebuilt in saved order, with shader id, bypass state, and parameter values restored. Missing shader packages are skipped, invalid saved parameter values fall back to shader defaults, and if the file is missing or unusable the app falls back to the optional configured startup shader. The checked-in config leaves `runtimeShaderId` empty, so a fresh host uses the simple fallback renderer until layers are added or a saved stack exists.
Manual stack preset and screenshot routes are still present in the UI/OpenAPI surface, but they are not implemented by the current native command path yet. `runtime_state.json` is the supported latest-working-state mechanism for now.
## Control API
@@ -191,13 +305,15 @@ A Swagger UI page is available at:
http://127.0.0.1:<serverPort>/docs
```
Use those docs to inspect the `/api/state`, layer control, stack preset, and reload endpoints. Live state updates are also sent over the `/ws` WebSocket.
Use those docs to inspect the `/api/state`, layer control, and reload endpoints. Live state updates are also sent over the `/ws` WebSocket.
The control UI has a **Reload shaders** button. It rescans `shaders/`, re-reads manifests, queues shader compilation, refreshes shader availability/errors, and keeps the previous working shader stack running if a changed shader fails to compile.
The control UI has a **Reload shaders** button. It rescans `shaders/`, re-reads manifests, refreshes shader availability/errors, updates active layer parameter definitions from changed manifests, and queues recompilation for every catalog-valid layer in the active stack. Missing shader packages are marked failed, and the previous working render stack remains active where possible until replacement builds commit successfully.
Each parameter row also includes a small **OSC** button. Clicking it copies that parameter's OSC route to the clipboard.
Each parameter row still exposes the intended OSC route in the UI. The native host has an OSC service stub that reports the configured bind/port in state, but it does not open a UDP listener or dispatch OSC messages yet.
The control UI also has a **Screenshot** button. It queues a capture of the final output render target and writes a PNG under:
The control UI currently still shows preset and screenshot controls from the intended route surface. Those endpoints return an unimplemented action result in the native host until their backend paths are wired.
The reserved screenshot output directory is:
```text
runtime/screenshots/
@@ -205,13 +321,15 @@ runtime/screenshots/
## OSC Control
The native host also listens for OSC parameter control on the configured `oscBindAddress` and `oscPort`:
OSC fields are present in `config/runtime-host.json` and `/api/state` for compatibility with the intended control surface, but the current native host does not start an OSC listener yet.
The intended route shape is:
```text
/VideoShaderToys/{LayerNameOrID}/{ParameterNameOrID}
```
For example, `/VideoShaderToys/VHS/intensity` updates the `intensity` parameter on the first matching `VHS` layer. The listener accepts float, integer, string, and boolean OSC values, and validates them through the same shader parameter path as the REST API. OSC updates are coalesced and applied once per render tick, UI state broadcasts are throttled, and OSC-driven parameter changes are not autosaved to `runtime/runtime_state.json`. `oscSmoothing` adds a small per-frame easing amount for numeric OSC controls such as floats, `vec2`, and `color`, while booleans, enums, text, and triggers stay immediate. The default bind address is `127.0.0.1`; set `oscBindAddress` to `0.0.0.0` to accept OSC on all IPv4 interfaces. See `docs/OSC_CONTROL.md` for details.
For now, use the REST layer parameter endpoints or the control UI for live parameter changes. Future OSC-driven parameter changes should stay out of autosave unless an explicit persistence policy is added.
## Shader Packages
@@ -225,7 +343,19 @@ shaders/<id>/
optional-font-or-texture-assets
```
See `SHADER_CONTRACT.md` for the manifest schema, parameter types, texture assets, font/text assets, temporal history support, optional render-pass declarations, and the Slang entry point contract. `shaders/text-overlay/` is the reference live text package and bundles Roboto Regular with its OFL license. Broken shader packages are shown as unavailable in the selector with their error text instead of preventing the app from launching.
See `SHADER_CONTRACT.md` for the manifest schema, parameter types, texture assets, font/text assets, temporal history support, optional render-pass declarations, optional custom UI metadata, and the Slang entry point contract. `shaders/text-overlay/` is the reference live text package and bundles Roboto Regular with its OFL license. Broken shader packages are shown as unavailable in the selector with their error text instead of preventing the app from launching.
Shader packages can optionally declare a custom control panel:
```json
"ui": {
"type": "webComponent",
"entry": "ui/controls.js",
"tag": "my-shader-controls"
}
```
The host validates that metadata, exposes it in `/api/state`, and serves the module from `/shader-assets/{shaderId}/...`. Custom controls receive the current layer, declared parameters, `setParameter(id, value)`, and `requestReset()`. They still update the same manifest-declared parameters as the default React controls.
## Generated Files
@@ -235,8 +365,8 @@ Runtime-generated files are intentionally ignored:
- `runtime/shader_cache/active_shader.raw.frag`
- `runtime/shader_cache/active_shader.frag`
- `runtime/runtime_state.json` autosaved latest stack and parameter state.
- `runtime/stack_presets/*.json`
- `runtime/screenshots/*.png` screenshots captured from the final output render target.
- `runtime/stack_presets/*.json` reserved manual preset output; preset routes are not implemented in the native host yet.
- `runtime/screenshots/*.png` reserved screenshot output; screenshot capture is not implemented in the native host yet.
Only `runtime/templates/` and `runtime/README.md` are tracked.
@@ -249,7 +379,11 @@ The Gitea workflow expects two act runners:
The Windows jobs validate native third-party dependencies before configuring CMake. Because `3rdParty/` is ignored, configure this path on the runner or in a Gitea repository variable:
- `THIRD_PARTY_ROOT`: path to a bundle containing the expected SDK folder layout.
- `SLANG_ROOT`: path to the Slang binary release folder containing `bin/slangc.exe`.
- `MSDF_ATLAS_GEN_ROOT`: path to the `msdf-atlas-gen` binary release folder containing `msdf-atlas-gen.exe`.
- `NDI_SDK_ROOT`: path to the NDI SDK folder containing `Include/`, `Lib/x64/`, and `Bin/x64/`.
- `DECKLINK_SDK_ROOT`: path to the Blackmagic DeckLink SDK folder containing `Win/include/DeckLinkAPI.idl`.
The Windows runner also needs the Visual Studio ATL component installed. In Visual Studio Build Tools 2022, add `C++ ATL for latest v143 build tools (x86 & x64)`, component ID `Microsoft.VisualStudio.Component.VC.ATL`.
@@ -257,19 +391,20 @@ Example runner paths:
```text
D:\SDKs\slang-2026.8-windows-x86_64
D:\SDKs\msdf-atlas-gen
D:\SDKs\NDI 6 SDK
D:\SDKs\Blackmagic DeckLink SDK 16.0
```
If `SLANG_ROOT` is not set, the workflow falls back to the repo-local default under `3rdParty/`.
If these variables are not set, CMake first looks under the private `video-io-3rdParty/` submodule and then falls back to repo-local defaults under ignored `3rdParty/`.
## Still Todo
- Audio.
- Genlock.
- Logs.
- Add more video I/O backends now that the DeckLink path is behind `videoio/`.
- Support a separate sound shader `.slang` file in shader packages. (https://www.shadertoy.com/view/XsBXWt)
- Add WebView2 for an embedded native control surface.
- MSDF typography rasterisation
- More shader-library organisation and filtering as the built-in library grows.
- Optional linear-light compositing mode.
- compute shaders or a small 1x1 or nx1 RGBA16f render target for arbitrary data storage
@@ -278,3 +413,6 @@ If `SLANG_ROOT` is not set, the workflow falls back to the repo-local default un
- Anotate included shaders
- allow 3 vector exposed controls
- add nearest sampling to the extra shader pass
- Add Aja input and output (Assuming i can get a hold of an aja card)
- Add bluefish input and output (Assuming again card acess)
- Endpoint to show OSC paths seperatly instead of a part of the control UI

View File

@@ -1,589 +0,0 @@
/* -LICENSE-START-
** Copyright (c) 2012 Blackmagic Design
**
** Permission is hereby granted, free of charge, to any person or organization
** obtaining a copy of the software and accompanying documentation (the
** "Software") to use, reproduce, display, distribute, sub-license, execute,
** and transmit the Software, and to prepare derivative works of the Software,
** and to permit third-parties to whom the Software is furnished to do so, in
** accordance with:
**
** (1) if the Software is obtained from Blackmagic Design, the End User License
** Agreement for the Software Development Kit ("EULA") available at
** https://www.blackmagicdesign.com/EULA/DeckLinkSDK; or
**
** (2) if the Software is obtained from any third party, such licensing terms
** as notified by that third party,
**
** and all subject to the following:
**
** (3) the copyright notices in the Software and this entire statement,
** including the above license grant, this restriction and the following
** disclaimer, must be included in all copies of the Software, in whole or in
** part, and all derivative works of the Software, unless such copies or
** derivative works are solely in the form of machine-executable object code
** generated by a source language processor.
**
** (4) THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
** OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
** FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
** SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
** FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
** ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
** DEALINGS IN THE SOFTWARE.
**
** A copy of the Software is available free of charge at
** https://www.blackmagicdesign.com/desktopvideo_sdk under the EULA.
**
** -LICENSE-END-
*/
//
// LoopThroughWithOpenGLCompositing.cpp
// LoopThroughWithOpenGLCompositing
//
#include "stdafx.h"
#include "resource.h"
#include "OpenGLComposite.h"
#include <algorithm>
#include <shellapi.h>
#include <string>
#ifndef WGL_CONTEXT_MAJOR_VERSION_ARB
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#endif
#ifndef WGL_CONTEXT_MINOR_VERSION_ARB
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
#endif
#ifndef WGL_CONTEXT_PROFILE_MASK_ARB
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
#endif
#ifndef WGL_CONTEXT_CORE_PROFILE_BIT_ARB
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#endif
#define MAX_LOADSTRING 100
// Declaration for Window procedure
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
typedef HGLRC (WINAPI* PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC hdc, HGLRC hShareContext, const int* attribList);
namespace
{
const int kStatusPanelWidth = 680;
const int kStatusPanelHeight = 92;
const int kStatusPadding = 8;
const int kStatusLabelWidth = 58;
const int kStatusButtonWidth = 86;
const int kStatusRowHeight = 24;
const int kStatusGap = 6;
const UINT kCreateStatusStripMessage = WM_APP + 1;
enum StatusControlId
{
kControlUrlEditId = 2001,
kDocsUrlEditId = 2002,
kOscAddressEditId = 2003,
kOpenControlButtonId = 2004,
kOpenDocsButtonId = 2005
};
struct StatusStripControls
{
HWND panel = NULL;
HWND controlLabel = NULL;
HWND controlUrl = NULL;
HWND openControl = NULL;
HWND docsLabel = NULL;
HWND docsUrl = NULL;
HWND openDocs = NULL;
HWND oscLabel = NULL;
HWND oscAddress = NULL;
};
bool StatusStripCreated(const StatusStripControls& controls)
{
return controls.panel != NULL;
}
HWND CreateStatusChild(HWND parent, const char* className, const char* text, DWORD style, DWORD exStyle, int controlId)
{
return CreateWindowExA(
exStyle,
className,
text,
WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | style,
0,
0,
0,
0,
parent,
reinterpret_cast<HMENU>(static_cast<INT_PTR>(controlId)),
reinterpret_cast<HINSTANCE>(GetWindowLongPtr(parent, GWLP_HINSTANCE)),
NULL);
}
void CreateStatusStrip(HWND hWnd, StatusStripControls& controls)
{
controls.panel = CreateStatusChild(hWnd, "STATIC", "", SS_LEFT, WS_EX_CLIENTEDGE, 0);
controls.controlLabel = CreateStatusChild(hWnd, "STATIC", "Control", SS_LEFT, 0, 0);
controls.controlUrl = CreateStatusChild(hWnd, "EDIT", "", ES_AUTOHSCROLL | ES_READONLY | WS_TABSTOP, WS_EX_CLIENTEDGE, kControlUrlEditId);
controls.openControl = CreateStatusChild(hWnd, "BUTTON", "Open", BS_PUSHBUTTON | WS_TABSTOP, 0, kOpenControlButtonId);
controls.docsLabel = CreateStatusChild(hWnd, "STATIC", "Docs", SS_LEFT, 0, 0);
controls.docsUrl = CreateStatusChild(hWnd, "EDIT", "", ES_AUTOHSCROLL | ES_READONLY | WS_TABSTOP, WS_EX_CLIENTEDGE, kDocsUrlEditId);
controls.openDocs = CreateStatusChild(hWnd, "BUTTON", "Open", BS_PUSHBUTTON | WS_TABSTOP, 0, kOpenDocsButtonId);
controls.oscLabel = CreateStatusChild(hWnd, "STATIC", "OSC", SS_LEFT, 0, 0);
controls.oscAddress = CreateStatusChild(hWnd, "EDIT", "", ES_AUTOHSCROLL | ES_READONLY | WS_TABSTOP, WS_EX_CLIENTEDGE, kOscAddressEditId);
HFONT guiFont = reinterpret_cast<HFONT>(GetStockObject(DEFAULT_GUI_FONT));
HWND children[] = {
controls.controlLabel,
controls.controlUrl,
controls.openControl,
controls.docsLabel,
controls.docsUrl,
controls.openDocs,
controls.oscLabel,
controls.oscAddress
};
for (HWND child : children)
{
if (child)
SendMessage(child, WM_SETFONT, reinterpret_cast<WPARAM>(guiFont), TRUE);
}
SetWindowTextA(controls.controlUrl, "Starting control server...");
SetWindowTextA(controls.docsUrl, "Starting API docs...");
SetWindowTextA(controls.oscAddress, "Starting OSC listener...");
}
void RaiseStatusControls(const StatusStripControls& controls)
{
if (!StatusStripCreated(controls))
return;
SetWindowPos(controls.panel, HWND_BOTTOM, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOACTIVATE);
HWND interactiveControls[] = {
controls.controlLabel,
controls.controlUrl,
controls.openControl,
controls.docsLabel,
controls.docsUrl,
controls.openDocs,
controls.oscLabel,
controls.oscAddress
};
for (HWND control : interactiveControls)
{
if (control)
SetWindowPos(control, HWND_TOP, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOACTIVATE);
}
}
void LayoutStatusStrip(HWND hWnd, const StatusStripControls& controls)
{
RECT clientRect = {};
if (!GetClientRect(hWnd, &clientRect) || !controls.panel)
return;
const int clientWidth = static_cast<int>(clientRect.right - clientRect.left);
const int clientHeight = static_cast<int>(clientRect.bottom - clientRect.top);
const int panelWidth = std::max(280, std::min(kStatusPanelWidth, clientWidth - (kStatusPadding * 2)));
const int panelHeight = kStatusPanelHeight;
const int panelLeft = kStatusPadding;
const int panelTop = std::max(kStatusPadding, clientHeight - panelHeight - kStatusPadding);
MoveWindow(controls.panel, panelLeft, panelTop, panelWidth, panelHeight, TRUE);
const int rowX = panelLeft + kStatusPadding;
const int editX = rowX + kStatusLabelWidth + kStatusGap;
const int buttonX = panelLeft + panelWidth - kStatusPadding - kStatusButtonWidth;
const int editWidth = std::max(80, buttonX - editX - kStatusGap);
const int oscWidth = std::max(80, panelLeft + panelWidth - editX - kStatusPadding);
const int row1 = panelTop + kStatusPadding;
const int row2 = row1 + kStatusRowHeight + kStatusGap;
const int row3 = row2 + kStatusRowHeight + kStatusGap;
MoveWindow(controls.controlLabel, rowX, row1 + 3, kStatusLabelWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.controlUrl, editX, row1, editWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.openControl, buttonX, row1, kStatusButtonWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.docsLabel, rowX, row2 + 3, kStatusLabelWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.docsUrl, editX, row2, editWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.openDocs, buttonX, row2, kStatusButtonWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.oscLabel, rowX, row3 + 3, kStatusLabelWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.oscAddress, editX, row3, oscWidth, kStatusRowHeight, TRUE);
RaiseStatusControls(controls);
}
void UpdateStatusStrip(const StatusStripControls& controls, const OpenGLComposite& composite)
{
if (!StatusStripCreated(controls))
return;
SetWindowTextA(controls.controlUrl, composite.GetControlUrl().c_str());
SetWindowTextA(controls.docsUrl, composite.GetDocsUrl().c_str());
SetWindowTextA(controls.oscAddress, composite.GetOscAddress().c_str());
}
void OpenUrl(const char* url)
{
ShellExecuteA(NULL, "open", url, NULL, NULL, SW_SHOWNORMAL);
}
}
void ShowUnhandledExceptionMessage(const char* prefix)
{
try
{
throw;
}
catch (const std::exception& exception)
{
std::string message = std::string(prefix) + "\n\n" + exception.what();
MessageBoxA(NULL, message.c_str(), "Unhandled exception", MB_OK | MB_ICONERROR);
}
catch (...)
{
MessageBoxA(NULL, prefix, "Unhandled exception", MB_OK | MB_ICONERROR);
}
}
// Select the pixel format for a given device context
void SetDCPixelFormat(HDC hDC)
{
int nPixelFormat;
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size of this structure
1, // Version of this structure
PFD_DRAW_TO_WINDOW | // Draw to Window (not to bitmap)
PFD_SUPPORT_OPENGL | // Support OpenGL calls in window
PFD_DOUBLEBUFFER, // Double buffered mode
PFD_TYPE_RGBA, // RGBA Color mode
32, // Want 32 bit color
0,0,0,0,0,0, // Not used to select mode
0,0, // Not used to select mode
0,0,0,0,0, // Not used to select mode
16, // Size of depth buffer
0, // Not used
0, // Not used
0, // Not used
0, // Not used
0,0,0 }; // Not used
// Choose a pixel format that best matches that described in pfd
nPixelFormat = ChoosePixelFormat(hDC, &pfd);
// Set the pixel format for the device context
SetPixelFormat(hDC, nPixelFormat, &pfd);
}
HGLRC CreateModernOpenGLContext(HDC hDC)
{
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB =
reinterpret_cast<PFNWGLCREATECONTEXTATTRIBSARBPROC>(wglGetProcAddress("wglCreateContextAttribsARB"));
if (!wglCreateContextAttribsARB)
return NULL;
const int versionCandidates[][2] =
{
{ 4, 5 },
{ 4, 3 },
{ 3, 3 }
};
for (const auto& version : versionCandidates)
{
const int attribs[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, version[0],
WGL_CONTEXT_MINOR_VERSION_ARB, version[1],
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
HGLRC modernContext = wglCreateContextAttribsARB(hDC, 0, attribs);
if (modernContext != NULL)
return modernContext;
}
return NULL;
}
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
MSG msg; // Windows message structure
WNDCLASS wc; // Windows class structure
HWND hWnd; // Storeage for window handle
TCHAR szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name
// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_OPENGLOUTPUT, szWindowClass, MAX_LOADSTRING);
// Register Window style
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = (WNDPROC) WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
// No need for background brush for OpenGL window
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = szWindowClass;
// Register the window class
if (RegisterClass(&wc) == 0)
return FALSE;
// Create the main application window
hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
CW_USEDEFAULT, 0, 250, 250, NULL, NULL, hInstance, NULL);
// If window was not created, quit
if (hWnd == NULL)
return FALSE;
// Display the window
ShowWindow(hWnd,SW_SHOW);
UpdateWindow(hWnd);
// Process application messages until the application closes
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return (int)msg.wParam;
}
// Window procedure, handles all messages for this program
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
static HGLRC hRC = NULL; // Permenant Rendering context
static HDC hDC = NULL; // Private GDI Device context
static OpenGLComposite* pOpenGLComposite = NULL;
static bool sInteractiveResize = false;
static StatusStripControls sStatusStrip;
switch (message)
{
// Window creation, setup for OpenGL context
case WM_CREATE:
{
try
{
// Store the device context
hDC = GetDC(hWnd);
// Select the pixel format
SetDCPixelFormat(hDC);
// Create the rendering context and make it current
hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
HGLRC modernRC = CreateModernOpenGLContext(hDC);
if (modernRC == NULL)
{
MessageBox(NULL, _T("This application requires an OpenGL 3.3+ core profile context."), _T("OpenGL initialization Error."), MB_OK);
PostMessage(hWnd, WM_CLOSE, 0, 0);
break;
}
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
hRC = modernRC;
wglMakeCurrent(hDC, hRC);
// Initialize COM
HRESULT result;
result = CoInitialize(NULL);
if (FAILED(result))
{
MessageBox(NULL, _T("Initialization of COM failed."), _T("Application initialization Error."),MB_OK);
PostMessage(hWnd, WM_CLOSE, 0, 0);
break;
}
// Setup OpenGL and DeckLink capture and playout object
pOpenGLComposite = new OpenGLComposite(hWnd, hDC, hRC);
if (pOpenGLComposite->InitDeckLink())
{
wglMakeCurrent( NULL, NULL );
if (pOpenGLComposite->Start())
{
PostMessage(hWnd, kCreateStatusStripMessage, 0, 0);
break; // success
}
MessageBoxA(NULL, "The OpenGL/DeckLink runtime initialized, but playout failed to start. See the previous DeckLink start message for the failing call.", "Startup failed", MB_OK | MB_ICONERROR);
}
else
{
MessageBoxA(NULL, "The OpenGL/DeckLink runtime failed to initialize. See the previous initialization message for the failing call.", "Startup failed", MB_OK | MB_ICONERROR);
}
// Failed to initialize - cleanup
delete pOpenGLComposite;
pOpenGLComposite = NULL;
PostMessage(hWnd, WM_CLOSE, 0, 0);
break;
}
catch (...)
{
ShowUnhandledExceptionMessage("Startup failed while creating the OpenGL/DeckLink runtime.");
PostMessage(hWnd, WM_CLOSE, 0, 0);
break;
}
}
case kCreateStatusStripMessage:
if (pOpenGLComposite)
{
if (!StatusStripCreated(sStatusStrip))
CreateStatusStrip(hWnd, sStatusStrip);
UpdateStatusStrip(sStatusStrip, *pOpenGLComposite);
LayoutStatusStrip(hWnd, sStatusStrip);
RECT clientRect = {};
if (GetClientRect(hWnd, &clientRect))
{
pOpenGLComposite->resizeGL(
static_cast<WORD>(clientRect.right - clientRect.left),
static_cast<WORD>(clientRect.bottom - clientRect.top));
}
InvalidateRect(hWnd, NULL, FALSE);
}
break;
case WM_DESTROY:
try
{
if (pOpenGLComposite)
{
pOpenGLComposite->Stop();
delete pOpenGLComposite;
}
}
catch (...)
{
ShowUnhandledExceptionMessage("Shutdown failed while tearing down the OpenGL/DeckLink runtime.");
}
// Deselect the current rendering context and delete it
wglMakeCurrent(hDC, NULL);
wglDeleteContext(hRC);
// Tell the application to terminate after the window is gone
PostQuitMessage(0);
break;
case WM_ENTERSIZEMOVE:
sInteractiveResize = true;
break;
case WM_EXITSIZEMOVE:
sInteractiveResize = false;
if (pOpenGLComposite)
{
RECT clientRect = {};
if (GetClientRect(hWnd, &clientRect))
{
pOpenGLComposite->resizeGL(
static_cast<WORD>(clientRect.right - clientRect.left),
static_cast<WORD>(clientRect.bottom - clientRect.top));
}
}
InvalidateRect(hWnd, NULL, FALSE);
break;
case WM_SIZE:
try
{
if (StatusStripCreated(sStatusStrip))
LayoutStatusStrip(hWnd, sStatusStrip);
if (pOpenGLComposite)
pOpenGLComposite->resizeGL(LOWORD(lParam), HIWORD(lParam));
}
catch (...)
{
ShowUnhandledExceptionMessage("Resize failed inside the OpenGL runtime.");
}
break;
case WM_ERASEBKGND:
return 1;
case WM_PAINT:
try
{
PAINTSTRUCT paint = {};
BeginPaint(hWnd, &paint);
EndPaint(hWnd, &paint);
if (!sInteractiveResize && pOpenGLComposite)
{
wglMakeCurrent(hDC, hRC);
pOpenGLComposite->paintGL(true);
wglMakeCurrent( NULL, NULL );
RaiseStatusControls(sStatusStrip);
}
}
catch (...)
{
wglMakeCurrent( NULL, NULL );
ShowUnhandledExceptionMessage("Paint failed inside the OpenGL runtime.");
}
break;
case WM_KEYDOWN:
try
{
if (pOpenGLComposite && (wParam == 'R' || wParam == 'r'))
{
pOpenGLComposite->ReloadShader();
InvalidateRect(hWnd, NULL, FALSE);
}
}
catch (...)
{
ShowUnhandledExceptionMessage("Shader reload failed inside the OpenGL runtime.");
}
break;
case WM_COMMAND:
switch (LOWORD(wParam))
{
case kOpenControlButtonId:
if (pOpenGLComposite)
{
std::string url = pOpenGLComposite->GetControlUrl();
OpenUrl(url.c_str());
}
break;
case kOpenDocsButtonId:
if (pOpenGLComposite)
{
std::string url = pOpenGLComposite->GetDocsUrl();
OpenUrl(url.c_str());
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
default:
return (DefWindowProc(hWnd, message, wParam, lParam));
}
return (0L);
}

View File

@@ -1,47 +0,0 @@
/* -LICENSE-START-
** Copyright (c) 2012 Blackmagic Design
**
** Permission is hereby granted, free of charge, to any person or organization
** obtaining a copy of the software and accompanying documentation (the
** "Software") to use, reproduce, display, distribute, sub-license, execute,
** and transmit the Software, and to prepare derivative works of the Software,
** and to permit third-parties to whom the Software is furnished to do so, in
** accordance with:
**
** (1) if the Software is obtained from Blackmagic Design, the End User License
** Agreement for the Software Development Kit ("EULA") available at
** https://www.blackmagicdesign.com/EULA/DeckLinkSDK; or
**
** (2) if the Software is obtained from any third party, such licensing terms
** as notified by that third party,
**
** and all subject to the following:
**
** (3) the copyright notices in the Software and this entire statement,
** including the above license grant, this restriction and the following
** disclaimer, must be included in all copies of the Software, in whole or in
** part, and all derivative works of the Software, unless such copies or
** derivative works are solely in the form of machine-executable object code
** generated by a source language processor.
**
** (4) THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
** OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
** FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
** SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
** FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
** ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
** DEALINGS IN THE SOFTWARE.
**
** A copy of the Software is available free of charge at
** https://www.blackmagicdesign.com/desktopvideo_sdk under the EULA.
**
** -LICENSE-END-
*/
//
// LoopThroughWithOpenGLCompositing.h
// LoopThroughWithOpenGLCompositing
//
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IDC_OPENGLOUTPUT "OPENGLOUTPUT"
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</Project>

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@@ -1,648 +0,0 @@
#include "stdafx.h"
#include "ControlServer.h"
#include "RuntimeJson.h"
#include <Wincrypt.h>
#include <ws2tcpip.h>
#include <algorithm>
#include <fstream>
#include <sstream>
#pragma comment(lib, "Ws2_32.lib")
#pragma comment(lib, "Crypt32.lib")
#pragma comment(lib, "Advapi32.lib")
namespace
{
constexpr DWORD kStateBroadcastIntervalMs = 250;
constexpr DWORD kStateBroadcastThrottleMs = 50;
bool InitializeWinsock(std::string& error)
{
WSADATA wsaData = {};
int result = WSAStartup(MAKEWORD(2, 2), &wsaData);
if (result != 0)
{
error = "WSAStartup failed.";
return false;
}
return true;
}
std::string ToLower(std::string text)
{
std::transform(text.begin(), text.end(), text.begin(),
[](unsigned char ch) { return static_cast<char>(std::tolower(ch)); });
return text;
}
bool IsSafeUiPath(const std::filesystem::path& relativePath)
{
for (const std::filesystem::path& part : relativePath)
{
if (part == "..")
return false;
}
return !relativePath.empty();
}
std::string GuessContentType(const std::filesystem::path& assetPath)
{
const std::string extension = ToLower(assetPath.extension().string());
if (extension == ".js" || extension == ".mjs")
return "text/javascript";
if (extension == ".css")
return "text/css";
if (extension == ".json")
return "application/json";
if (extension == ".yaml" || extension == ".yml")
return "application/yaml";
if (extension == ".svg")
return "image/svg+xml";
if (extension == ".png")
return "image/png";
if (extension == ".jpg" || extension == ".jpeg")
return "image/jpeg";
if (extension == ".ico")
return "image/x-icon";
if (extension == ".map")
return "application/json";
if (extension == ".md")
return "text/markdown";
return "text/html";
}
}
ControlServer::ControlServer()
: mPort(0), mRunning(false), mBroadcastPending(false)
{
}
ControlServer::~ControlServer()
{
Stop();
}
bool ControlServer::Start(const std::filesystem::path& uiRoot, const std::filesystem::path& docsRoot, unsigned short preferredPort, const Callbacks& callbacks, std::string& error)
{
mUiRoot = uiRoot;
mDocsRoot = docsRoot;
mCallbacks = callbacks;
if (!InitializeWinsock(error))
return false;
mListenSocket.reset(socket(AF_INET, SOCK_STREAM, IPPROTO_TCP));
if (!mListenSocket.valid())
{
error = "Could not create listening socket.";
return false;
}
u_long nonBlocking = 1;
ioctlsocket(mListenSocket.get(), FIONBIO, &nonBlocking);
sockaddr_in address = {};
address.sin_family = AF_INET;
address.sin_addr.s_addr = htonl(INADDR_LOOPBACK);
bool bound = false;
for (unsigned short offset = 0; offset < 20; ++offset)
{
address.sin_port = htons(static_cast<u_short>(preferredPort + offset));
if (bind(mListenSocket.get(), reinterpret_cast<sockaddr*>(&address), sizeof(address)) == 0)
{
mPort = preferredPort + offset;
bound = true;
break;
}
}
if (!bound)
{
error = "Could not bind the local control server to any port in the preferred range.";
mListenSocket.reset();
return false;
}
if (listen(mListenSocket.get(), SOMAXCONN) != 0)
{
error = "Could not start listening on the local control server socket.";
mListenSocket.reset();
return false;
}
mRunning = true;
mThread = std::thread(&ControlServer::ServerLoop, this);
return true;
}
void ControlServer::Stop()
{
const bool wasActive = mRunning || mListenSocket.valid() || mThread.joinable();
mRunning = false;
{
std::lock_guard<std::mutex> lock(mMutex);
for (ClientConnection& client : mClients)
client.socket.reset();
mClients.clear();
}
mListenSocket.reset();
if (mThread.joinable())
mThread.join();
if (wasActive)
WSACleanup();
}
void ControlServer::BroadcastState()
{
mBroadcastPending = false;
std::lock_guard<std::mutex> lock(mMutex);
BroadcastStateLocked();
}
void ControlServer::RequestBroadcastState()
{
mBroadcastPending = true;
}
void ControlServer::ServerLoop()
{
DWORD lastStateBroadcastMs = GetTickCount();
while (mRunning)
{
TryAcceptClient();
const DWORD nowMs = GetTickCount();
if (mBroadcastPending && nowMs - lastStateBroadcastMs >= kStateBroadcastThrottleMs)
{
BroadcastState();
lastStateBroadcastMs = nowMs;
}
else if (nowMs - lastStateBroadcastMs >= kStateBroadcastIntervalMs)
{
BroadcastState();
lastStateBroadcastMs = nowMs;
}
Sleep(25);
}
}
bool ControlServer::HandleHttpClient(UniqueSocket clientSocket)
{
std::string request;
char buffer[8192];
int received = recv(clientSocket.get(), buffer, sizeof(buffer), 0);
if (received <= 0)
return false;
request.assign(buffer, buffer + received);
return HandleHttpRequest(std::move(clientSocket), request);
}
bool ControlServer::TryAcceptClient()
{
sockaddr_in clientAddress = {};
int addressSize = sizeof(clientAddress);
UniqueSocket clientSocket(accept(mListenSocket.get(), reinterpret_cast<sockaddr*>(&clientAddress), &addressSize));
if (!clientSocket.valid())
return false;
return HandleHttpClient(std::move(clientSocket));
}
bool ControlServer::SendHttpResponse(SOCKET clientSocket, const std::string& status, const std::string& contentType, const std::string& body)
{
std::ostringstream response;
response << "HTTP/1.1 " << status << "\r\n";
response << "Content-Type: " << contentType << "\r\n";
response << "Content-Length: " << body.size() << "\r\n";
response << "Connection: close\r\n\r\n";
response << body;
const std::string payload = response.str();
return send(clientSocket, payload.c_str(), static_cast<int>(payload.size()), 0) == static_cast<int>(payload.size());
}
bool ControlServer::SendHttpResponse(SOCKET clientSocket, const HttpResponse& response)
{
return SendHttpResponse(clientSocket, response.status, response.contentType, response.body);
}
bool ControlServer::HandleHttpRequest(UniqueSocket clientSocket, const std::string& request)
{
HttpRequest httpRequest;
if (!ParseHttpRequest(request, httpRequest))
{
SendHttpResponse(clientSocket.get(), "400 Bad Request", "text/plain", "Bad Request");
return true;
}
if (ToLower(GetHeaderValue(httpRequest, "Upgrade")) == "websocket")
return HandleWebSocketUpgrade(std::move(clientSocket), httpRequest);
const HttpResponse response = RouteHttpRequest(httpRequest);
SendHttpResponse(clientSocket.get(), response);
if (response.broadcastState)
BroadcastState();
return true;
}
ControlServer::HttpResponse ControlServer::RouteHttpRequest(const HttpRequest& request)
{
if (request.method == "GET")
return ServeGetRequest(request);
if (request.method == "POST")
return HandleApiPost(request);
return { "404 Not Found", "text/plain", "Not Found" };
}
ControlServer::HttpResponse ControlServer::ServeGetRequest(const HttpRequest& request) const
{
if (request.path == "/" || request.path == "/index.html")
return ServeUiAsset("index.html");
if (request.path == "/api/state")
return { "200 OK", "application/json", mCallbacks.getStateJson ? mCallbacks.getStateJson() : "{}" };
if (request.path == "/openapi.yaml" || request.path == "/docs/openapi.yaml")
return ServeOpenApiSpec();
if (request.path == "/docs" || request.path == "/docs/")
return ServeSwaggerDocs();
const std::string docsPrefix = "/docs/";
if (request.path.rfind(docsPrefix, 0) == 0)
return ServeDocsAsset(request.path.substr(docsPrefix.size()));
if (request.path.size() > 1)
{
const HttpResponse assetResponse = ServeUiAsset(request.path.substr(1));
if (!assetResponse.body.empty())
return assetResponse;
}
return { "404 Not Found", "text/plain", "Not Found" };
}
ControlServer::HttpResponse ControlServer::ServeUiAsset(const std::string& relativePath) const
{
std::string contentType;
const std::string body = LoadUiAsset(relativePath, contentType);
return body.empty()
? HttpResponse{ "404 Not Found", "text/plain", "Not Found" }
: HttpResponse{ "200 OK", contentType, body };
}
ControlServer::HttpResponse ControlServer::ServeDocsAsset(const std::string& relativePath) const
{
const std::filesystem::path sanitizedPath = std::filesystem::path(relativePath).lexically_normal();
if (!IsSafeUiPath(sanitizedPath))
return { "404 Not Found", "text/plain", "Not Found" };
const std::filesystem::path docsPath = mDocsRoot / sanitizedPath;
const std::string body = LoadTextFile(docsPath);
return body.empty()
? HttpResponse{ "404 Not Found", "text/plain", "Not Found" }
: HttpResponse{ "200 OK", GuessContentType(docsPath), body };
}
ControlServer::HttpResponse ControlServer::ServeOpenApiSpec() const
{
const std::filesystem::path specPath = mDocsRoot / "openapi.yaml";
const std::string body = LoadTextFile(specPath);
return body.empty()
? HttpResponse{ "404 Not Found", "text/plain", "OpenAPI spec not found" }
: HttpResponse{ "200 OK", GuessContentType(specPath), body };
}
ControlServer::HttpResponse ControlServer::ServeSwaggerDocs() const
{
std::ostringstream html;
html << "<!doctype html>\n"
<< "<html lang=\"en\">\n"
<< "<head>\n"
<< " <meta charset=\"utf-8\">\n"
<< " <meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n"
<< " <title>Video Shader Toys API Docs</title>\n"
<< " <link rel=\"stylesheet\" href=\"https://unpkg.com/swagger-ui-dist@5/swagger-ui.css\">\n"
<< "</head>\n"
<< "<body>\n"
<< " <div id=\"swagger-ui\"></div>\n"
<< " <script src=\"https://unpkg.com/swagger-ui-dist@5/swagger-ui-bundle.js\"></script>\n"
<< " <script>SwaggerUIBundle({url:'/docs/openapi.yaml',dom_id:'#swagger-ui'});</script>\n"
<< "</body>\n"
<< "</html>\n";
return { "200 OK", "text/html", html.str() };
}
ControlServer::HttpResponse ControlServer::HandleApiPost(const HttpRequest& request)
{
JsonValue root;
std::string parseError;
if (!ParseJson(request.body, root, parseError))
return { "400 Bad Request", "application/json", BuildJsonResponse(false, parseError) };
std::string actionError;
const bool success = InvokePostRoute(request.path, root, actionError);
return {
success ? "200 OK" : "400 Bad Request",
"application/json",
BuildJsonResponse(success, actionError),
success
};
}
bool ControlServer::InvokePostRoute(const std::string& path, const JsonValue& root, std::string& actionError)
{
using PostHandler = std::function<bool(const JsonValue&, std::string&)>;
const std::map<std::string, PostHandler> postRoutes =
{
{ "/api/layers/add", [this](const JsonValue& json, std::string& error)
{
const JsonValue* shaderId = json.find("shaderId");
return shaderId && mCallbacks.addLayer && mCallbacks.addLayer(shaderId->asString(), error);
}
},
{ "/api/layers/remove", [this](const JsonValue& json, std::string& error)
{
const JsonValue* layerId = json.find("layerId");
return layerId && mCallbacks.removeLayer && mCallbacks.removeLayer(layerId->asString(), error);
}
},
{ "/api/layers/move", [this](const JsonValue& json, std::string& error)
{
const JsonValue* layerId = json.find("layerId");
const JsonValue* direction = json.find("direction");
return layerId && direction && mCallbacks.moveLayer &&
mCallbacks.moveLayer(layerId->asString(), static_cast<int>(direction->asNumber()), error);
}
},
{ "/api/layers/reorder", [this](const JsonValue& json, std::string& error)
{
const JsonValue* layerId = json.find("layerId");
const JsonValue* targetIndex = json.find("targetIndex");
return layerId && targetIndex && mCallbacks.moveLayerToIndex &&
mCallbacks.moveLayerToIndex(layerId->asString(), static_cast<std::size_t>(targetIndex->asNumber()), error);
}
},
{ "/api/layers/set-bypass", [this](const JsonValue& json, std::string& error)
{
const JsonValue* layerId = json.find("layerId");
const JsonValue* bypass = json.find("bypass");
return layerId && bypass && mCallbacks.setLayerBypass &&
mCallbacks.setLayerBypass(layerId->asString(), bypass->asBoolean(), error);
}
},
{ "/api/layers/set-shader", [this](const JsonValue& json, std::string& error)
{
const JsonValue* layerId = json.find("layerId");
const JsonValue* shaderId = json.find("shaderId");
return layerId && shaderId && mCallbacks.setLayerShader &&
mCallbacks.setLayerShader(layerId->asString(), shaderId->asString(), error);
}
},
{ "/api/layers/update-parameter", [this](const JsonValue& json, std::string& error)
{
const JsonValue* layerId = json.find("layerId");
const JsonValue* parameterId = json.find("parameterId");
const JsonValue* value = json.find("value");
return layerId && parameterId && value && mCallbacks.updateLayerParameter &&
mCallbacks.updateLayerParameter(layerId->asString(), parameterId->asString(), SerializeJson(*value, false), error);
}
},
{ "/api/layers/reset-parameters", [this](const JsonValue& json, std::string& error)
{
const JsonValue* layerId = json.find("layerId");
return layerId && mCallbacks.resetLayerParameters &&
mCallbacks.resetLayerParameters(layerId->asString(), error);
}
},
{ "/api/stack-presets/save", [this](const JsonValue& json, std::string& error)
{
const JsonValue* presetName = json.find("presetName");
return presetName && mCallbacks.saveStackPreset &&
mCallbacks.saveStackPreset(presetName->asString(), error);
}
},
{ "/api/stack-presets/load", [this](const JsonValue& json, std::string& error)
{
const JsonValue* presetName = json.find("presetName");
return presetName && mCallbacks.loadStackPreset &&
mCallbacks.loadStackPreset(presetName->asString(), error);
}
},
{ "/api/reload", [this](const JsonValue&, std::string& error)
{
return mCallbacks.reloadShader && mCallbacks.reloadShader(error);
}
},
{ "/api/screenshot", [this](const JsonValue&, std::string& error)
{
return mCallbacks.requestScreenshot && mCallbacks.requestScreenshot(error);
}
}
};
const auto route = postRoutes.find(path);
return route != postRoutes.end() && route->second(root, actionError);
}
bool ControlServer::HandleWebSocketUpgrade(UniqueSocket clientSocket, const HttpRequest& request)
{
const std::string clientKey = GetHeaderValue(request, "Sec-WebSocket-Key");
if (clientKey.empty())
{
SendHttpResponse(clientSocket.get(), "400 Bad Request", "text/plain", "Missing Sec-WebSocket-Key");
return true;
}
std::ostringstream response;
response << "HTTP/1.1 101 Switching Protocols\r\n";
response << "Upgrade: websocket\r\n";
response << "Connection: Upgrade\r\n";
response << "Sec-WebSocket-Accept: " << ComputeWebSocketAcceptKey(clientKey) << "\r\n\r\n";
const std::string payload = response.str();
send(clientSocket.get(), payload.c_str(), static_cast<int>(payload.size()), 0);
{
std::lock_guard<std::mutex> lock(mMutex);
ClientConnection client;
client.socket.reset(clientSocket.release());
client.websocket = true;
mClients.push_back(std::move(client));
mBroadcastPending = false;
BroadcastStateLocked();
}
return true;
}
bool ControlServer::SendWebSocketText(SOCKET clientSocket, const std::string& payload)
{
std::string frame;
frame.push_back(static_cast<char>(0x81));
if (payload.size() <= 125)
{
frame.push_back(static_cast<char>(payload.size()));
}
else if (payload.size() <= 65535)
{
frame.push_back(126);
frame.push_back(static_cast<char>((payload.size() >> 8) & 0xFF));
frame.push_back(static_cast<char>(payload.size() & 0xFF));
}
else
{
frame.push_back(127);
for (int shift = 56; shift >= 0; shift -= 8)
frame.push_back(static_cast<char>((payload.size() >> shift) & 0xFF));
}
frame.append(payload);
return send(clientSocket, frame.data(), static_cast<int>(frame.size()), 0) == static_cast<int>(frame.size());
}
void ControlServer::BroadcastStateLocked()
{
if (mClients.empty())
return;
const std::string stateMessage = mCallbacks.getStateJson ? mCallbacks.getStateJson() : "{}";
for (auto it = mClients.begin(); it != mClients.end();)
{
if (!SendWebSocketText(it->socket.get(), stateMessage))
{
it = mClients.erase(it);
}
else
{
++it;
}
}
}
std::string ControlServer::LoadUiAsset(const std::string& relativePath, std::string& contentType) const
{
const std::filesystem::path sanitizedPath = std::filesystem::path(relativePath).lexically_normal();
if (!IsSafeUiPath(sanitizedPath))
return std::string();
const std::filesystem::path assetPath = mUiRoot / sanitizedPath;
contentType = GuessContentType(assetPath);
return LoadTextFile(assetPath);
}
std::string ControlServer::LoadTextFile(const std::filesystem::path& path) const
{
std::ifstream input(path, std::ios::binary);
if (!input)
return std::string();
std::ostringstream buffer;
buffer << input.rdbuf();
return buffer.str();
}
std::string ControlServer::BuildJsonResponse(bool success, const std::string& error) const
{
JsonValue response = JsonValue::MakeObject();
response.set("ok", JsonValue(success));
if (!error.empty())
response.set("error", JsonValue(error));
return SerializeJson(response, false);
}
std::string ControlServer::Base64Encode(const unsigned char* data, DWORD dataLength)
{
DWORD outputLength = 0;
CryptBinaryToStringA(data, dataLength, CRYPT_STRING_BASE64 | CRYPT_STRING_NOCRLF, NULL, &outputLength);
std::string encoded(outputLength, '\0');
CryptBinaryToStringA(data, dataLength, CRYPT_STRING_BASE64 | CRYPT_STRING_NOCRLF, &encoded[0], &outputLength);
if (!encoded.empty() && encoded.back() == '\0')
encoded.pop_back();
return encoded;
}
std::string ControlServer::ComputeWebSocketAcceptKey(const std::string& clientKey)
{
const std::string combined = clientKey + "258EAFA5-E914-47DA-95CA-C5AB0DC85B11";
HCRYPTPROV provider = 0;
HCRYPTHASH hash = 0;
BYTE digest[20] = {};
DWORD digestLength = sizeof(digest);
CryptAcquireContext(&provider, NULL, NULL, PROV_RSA_FULL, CRYPT_VERIFYCONTEXT);
CryptCreateHash(provider, CALG_SHA1, 0, 0, &hash);
CryptHashData(hash, reinterpret_cast<const BYTE*>(combined.data()), static_cast<DWORD>(combined.size()), 0);
CryptGetHashParam(hash, HP_HASHVAL, digest, &digestLength, 0);
if (hash)
CryptDestroyHash(hash);
if (provider)
CryptReleaseContext(provider, 0);
return Base64Encode(digest, digestLength);
}
std::string ControlServer::GetHeaderValue(const HttpRequest& request, const std::string& headerName)
{
const auto header = request.headers.find(ToLower(headerName));
return header == request.headers.end() ? std::string() : header->second;
}
bool ControlServer::ParseHttpRequest(const std::string& rawRequest, HttpRequest& request)
{
const std::size_t requestLineEnd = rawRequest.find("\r\n");
if (requestLineEnd == std::string::npos)
return false;
const std::string requestLine = rawRequest.substr(0, requestLineEnd);
const std::size_t methodEnd = requestLine.find(' ');
if (methodEnd == std::string::npos)
return false;
const std::size_t pathEnd = requestLine.find(' ', methodEnd + 1);
if (pathEnd == std::string::npos)
return false;
request.method = requestLine.substr(0, methodEnd);
request.path = requestLine.substr(methodEnd + 1, pathEnd - methodEnd - 1);
request.headers.clear();
const std::size_t headersStart = requestLineEnd + 2;
const std::size_t bodySeparator = rawRequest.find("\r\n\r\n", headersStart);
const std::size_t headersEnd = bodySeparator == std::string::npos ? rawRequest.size() : bodySeparator;
for (std::size_t lineStart = headersStart; lineStart < headersEnd;)
{
const std::size_t lineEnd = rawRequest.find("\r\n", lineStart);
const std::size_t currentLineEnd = lineEnd == std::string::npos ? headersEnd : std::min(lineEnd, headersEnd);
const std::string line = rawRequest.substr(lineStart, currentLineEnd - lineStart);
const std::size_t separator = line.find(':');
if (separator != std::string::npos)
{
const std::string key = ToLower(line.substr(0, separator));
std::string value = line.substr(separator + 1);
const std::size_t first = value.find_first_not_of(" \t");
const std::size_t last = value.find_last_not_of(" \t");
request.headers[key] = first == std::string::npos ? std::string() : value.substr(first, last - first + 1);
}
if (lineEnd == std::string::npos || lineEnd >= headersEnd)
break;
lineStart = lineEnd + 2;
}
request.body = bodySeparator == std::string::npos ? std::string() : rawRequest.substr(bodySeparator + 4);
return !request.method.empty() && !request.path.empty();
}

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@@ -1,107 +0,0 @@
#pragma once
#include "NativeSockets.h"
#include <winsock2.h>
#include <atomic>
#include <filesystem>
#include <functional>
#include <map>
#include <mutex>
#include <string>
#include <thread>
#include <vector>
class JsonValue;
class ControlServer
{
public:
struct Callbacks
{
std::function<std::string()> getStateJson;
std::function<bool(const std::string&, std::string&)> addLayer;
std::function<bool(const std::string&, std::string&)> removeLayer;
std::function<bool(const std::string&, int, std::string&)> moveLayer;
std::function<bool(const std::string&, std::size_t, std::string&)> moveLayerToIndex;
std::function<bool(const std::string&, bool, std::string&)> setLayerBypass;
std::function<bool(const std::string&, const std::string&, std::string&)> setLayerShader;
std::function<bool(const std::string&, const std::string&, const std::string&, std::string&)> updateLayerParameter;
std::function<bool(const std::string&, std::string&)> resetLayerParameters;
std::function<bool(const std::string&, std::string&)> saveStackPreset;
std::function<bool(const std::string&, std::string&)> loadStackPreset;
std::function<bool(std::string&)> reloadShader;
std::function<bool(std::string&)> requestScreenshot;
};
ControlServer();
~ControlServer();
bool Start(const std::filesystem::path& uiRoot, const std::filesystem::path& docsRoot, unsigned short preferredPort, const Callbacks& callbacks, std::string& error);
void Stop();
void BroadcastState();
void RequestBroadcastState();
unsigned short GetPort() const { return mPort; }
private:
struct ClientConnection
{
UniqueSocket socket;
bool websocket = false;
};
struct HttpRequest
{
std::string method;
std::string path;
std::map<std::string, std::string> headers;
std::string body;
};
struct HttpResponse
{
std::string status;
std::string contentType;
std::string body;
bool broadcastState = false;
};
void ServerLoop();
bool HandleHttpClient(UniqueSocket clientSocket);
bool TryAcceptClient();
bool SendHttpResponse(SOCKET clientSocket, const HttpResponse& response);
bool SendHttpResponse(SOCKET clientSocket, const std::string& status, const std::string& contentType, const std::string& body);
bool HandleHttpRequest(UniqueSocket clientSocket, const std::string& request);
bool HandleWebSocketUpgrade(UniqueSocket clientSocket, const HttpRequest& request);
HttpResponse RouteHttpRequest(const HttpRequest& request);
HttpResponse ServeGetRequest(const HttpRequest& request) const;
HttpResponse ServeUiAsset(const std::string& relativePath) const;
HttpResponse ServeDocsAsset(const std::string& relativePath) const;
HttpResponse ServeOpenApiSpec() const;
HttpResponse ServeSwaggerDocs() const;
HttpResponse HandleApiPost(const HttpRequest& request);
bool InvokePostRoute(const std::string& path, const JsonValue& root, std::string& actionError);
bool SendWebSocketText(SOCKET clientSocket, const std::string& payload);
void BroadcastStateLocked();
std::string LoadUiAsset(const std::string& relativePath, std::string& contentType) const;
std::string LoadTextFile(const std::filesystem::path& path) const;
std::string BuildJsonResponse(bool success, const std::string& error = std::string()) const;
static std::string Base64Encode(const unsigned char* data, DWORD dataLength);
static std::string ComputeWebSocketAcceptKey(const std::string& clientKey);
static std::string GetHeaderValue(const HttpRequest& request, const std::string& headerName);
static bool ParseHttpRequest(const std::string& rawRequest, HttpRequest& request);
private:
std::filesystem::path mUiRoot;
std::filesystem::path mDocsRoot;
Callbacks mCallbacks;
UniqueSocket mListenSocket;
unsigned short mPort;
std::thread mThread;
std::atomic<bool> mRunning;
std::atomic<bool> mBroadcastPending;
mutable std::mutex mMutex;
std::vector<ClientConnection> mClients;
};

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@@ -1,247 +0,0 @@
#include "ControlServices.h"
#include "ControlServer.h"
#include "OscServer.h"
#include "RuntimeControlBridge.h"
#include "RuntimeHost.h"
#include <windows.h>
ControlServices::ControlServices() :
mControlServer(std::make_unique<ControlServer>()),
mOscServer(std::make_unique<OscServer>()),
mPollRunning(false),
mRegistryChanged(false),
mReloadRequested(false),
mPollFailed(false)
{
}
ControlServices::~ControlServices()
{
Stop();
}
bool ControlServices::Start(OpenGLComposite& composite, RuntimeHost& runtimeHost, std::string& error)
{
Stop();
if (!StartControlServicesBoundary(composite, runtimeHost, *this, *mControlServer, *mOscServer, error))
{
Stop();
return false;
}
return true;
}
void ControlServices::BeginPolling(RuntimeHost& runtimeHost)
{
StartPolling(runtimeHost);
}
void ControlServices::Stop()
{
StopPolling();
if (mOscServer)
mOscServer->Stop();
if (mControlServer)
mControlServer->Stop();
}
void ControlServices::BroadcastState()
{
if (mControlServer)
mControlServer->BroadcastState();
}
void ControlServices::RequestBroadcastState()
{
if (mControlServer)
mControlServer->RequestBroadcastState();
}
bool ControlServices::QueueOscUpdate(const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& error)
{
(void)error;
PendingOscUpdate update;
update.layerKey = layerKey;
update.parameterKey = parameterKey;
update.valueJson = valueJson;
const std::string routeKey = layerKey + "\n" + parameterKey;
{
std::lock_guard<std::mutex> lock(mPendingOscMutex);
mPendingOscUpdates[routeKey] = std::move(update);
}
return true;
}
bool ControlServices::ApplyPendingOscUpdates(std::vector<AppliedOscUpdate>& appliedUpdates, std::string& error)
{
appliedUpdates.clear();
std::map<std::string, PendingOscUpdate> pending;
{
std::lock_guard<std::mutex> lock(mPendingOscMutex);
if (mPendingOscUpdates.empty())
return true;
pending.swap(mPendingOscUpdates);
}
for (const auto& entry : pending)
{
JsonValue targetValue;
std::string parseError;
if (!ParseJson(entry.second.valueJson, targetValue, parseError))
{
OutputDebugStringA(("OSC queued value parse failed: " + parseError + "\n").c_str());
continue;
}
AppliedOscUpdate appliedUpdate;
appliedUpdate.routeKey = entry.first;
appliedUpdate.layerKey = entry.second.layerKey;
appliedUpdate.parameterKey = entry.second.parameterKey;
appliedUpdate.targetValue = targetValue;
appliedUpdates.push_back(std::move(appliedUpdate));
}
(void)error;
return true;
}
bool ControlServices::QueueOscCommit(const std::string& routeKey, const std::string& layerKey, const std::string& parameterKey, const JsonValue& value, uint64_t generation, std::string& error)
{
(void)error;
PendingOscCommit commit;
commit.routeKey = routeKey;
commit.layerKey = layerKey;
commit.parameterKey = parameterKey;
commit.value = value;
commit.generation = generation;
{
std::lock_guard<std::mutex> lock(mPendingOscCommitMutex);
mPendingOscCommits[routeKey] = std::move(commit);
}
return true;
}
void ControlServices::ClearOscState()
{
{
std::lock_guard<std::mutex> lock(mPendingOscMutex);
mPendingOscUpdates.clear();
}
{
std::lock_guard<std::mutex> lock(mPendingOscCommitMutex);
mPendingOscCommits.clear();
}
{
std::lock_guard<std::mutex> lock(mCompletedOscCommitMutex);
mCompletedOscCommits.clear();
}
}
void ControlServices::ConsumeCompletedOscCommits(std::vector<CompletedOscCommit>& completedCommits)
{
completedCommits.clear();
std::lock_guard<std::mutex> lock(mCompletedOscCommitMutex);
if (mCompletedOscCommits.empty())
return;
completedCommits.swap(mCompletedOscCommits);
}
RuntimePollEvents ControlServices::ConsumePollEvents()
{
RuntimePollEvents events;
events.registryChanged = mRegistryChanged.exchange(false);
events.reloadRequested = mReloadRequested.exchange(false);
events.failed = mPollFailed.exchange(false);
if (events.failed)
{
std::lock_guard<std::mutex> lock(mPollErrorMutex);
events.error = mPollError;
}
return events;
}
void ControlServices::StartPolling(RuntimeHost& runtimeHost)
{
if (mPollRunning.exchange(true))
return;
mPollThread = std::thread([this, &runtimeHost]() { PollLoop(runtimeHost); });
}
void ControlServices::StopPolling()
{
if (!mPollRunning.exchange(false))
return;
if (mPollThread.joinable())
mPollThread.join();
}
void ControlServices::PollLoop(RuntimeHost& runtimeHost)
{
while (mPollRunning)
{
std::map<std::string, PendingOscCommit> pendingCommits;
{
std::lock_guard<std::mutex> lock(mPendingOscCommitMutex);
pendingCommits.swap(mPendingOscCommits);
}
for (const auto& entry : pendingCommits)
{
std::string commitError;
if (runtimeHost.UpdateLayerParameterByControlKey(
entry.second.layerKey,
entry.second.parameterKey,
entry.second.value,
false,
commitError))
{
CompletedOscCommit completedCommit;
completedCommit.routeKey = entry.second.routeKey;
completedCommit.generation = entry.second.generation;
std::lock_guard<std::mutex> lock(mCompletedOscCommitMutex);
mCompletedOscCommits.push_back(std::move(completedCommit));
}
else if (!commitError.empty())
{
OutputDebugStringA(("OSC commit failed: " + commitError + "\n").c_str());
}
}
bool registryChanged = false;
bool reloadRequested = false;
std::string runtimeError;
if (!runtimeHost.PollFileChanges(registryChanged, reloadRequested, runtimeError))
{
{
std::lock_guard<std::mutex> lock(mPollErrorMutex);
mPollError = runtimeError;
}
mPollFailed = true;
}
else
{
if (registryChanged)
mRegistryChanged = true;
if (reloadRequested)
mReloadRequested = true;
}
for (int i = 0; i < 25 && mPollRunning; ++i)
Sleep(10);
}
}

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@@ -1,95 +0,0 @@
#pragma once
#include "RuntimeJson.h"
#include "ShaderTypes.h"
#include <atomic>
#include <map>
#include <memory>
#include <mutex>
#include <string>
#include <thread>
#include <vector>
class ControlServer;
class OpenGLComposite;
class OscServer;
class RuntimeHost;
struct RuntimePollEvents
{
bool registryChanged = false;
bool reloadRequested = false;
bool failed = false;
std::string error;
};
class ControlServices
{
public:
struct AppliedOscUpdate
{
std::string routeKey;
std::string layerKey;
std::string parameterKey;
JsonValue targetValue;
};
struct CompletedOscCommit
{
std::string routeKey;
uint64_t generation = 0;
};
ControlServices();
~ControlServices();
bool Start(OpenGLComposite& composite, RuntimeHost& runtimeHost, std::string& error);
void BeginPolling(RuntimeHost& runtimeHost);
void Stop();
void BroadcastState();
void RequestBroadcastState();
bool QueueOscUpdate(const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& error);
bool ApplyPendingOscUpdates(std::vector<AppliedOscUpdate>& appliedUpdates, std::string& error);
bool QueueOscCommit(const std::string& routeKey, const std::string& layerKey, const std::string& parameterKey, const JsonValue& value, uint64_t generation, std::string& error);
void ClearOscState();
void ConsumeCompletedOscCommits(std::vector<CompletedOscCommit>& completedCommits);
RuntimePollEvents ConsumePollEvents();
private:
struct PendingOscUpdate
{
std::string layerKey;
std::string parameterKey;
std::string valueJson;
};
struct PendingOscCommit
{
std::string routeKey;
std::string layerKey;
std::string parameterKey;
JsonValue value;
uint64_t generation = 0;
};
void StartPolling(RuntimeHost& runtimeHost);
void StopPolling();
void PollLoop(RuntimeHost& runtimeHost);
std::unique_ptr<ControlServer> mControlServer;
std::unique_ptr<OscServer> mOscServer;
std::thread mPollThread;
std::atomic<bool> mPollRunning;
std::atomic<bool> mRegistryChanged;
std::atomic<bool> mReloadRequested;
std::atomic<bool> mPollFailed;
std::mutex mPollErrorMutex;
std::string mPollError;
std::mutex mPendingOscMutex;
std::map<std::string, PendingOscUpdate> mPendingOscUpdates;
std::mutex mPendingOscCommitMutex;
std::map<std::string, PendingOscCommit> mPendingOscCommits;
std::mutex mCompletedOscCommitMutex;
std::vector<CompletedOscCommit> mCompletedOscCommits;
};

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@@ -1,336 +0,0 @@
#include "stdafx.h"
#include "OscServer.h"
#include <ws2tcpip.h>
#include <array>
#include <cstring>
#include <iomanip>
#include <sstream>
#include <vector>
#pragma comment(lib, "Ws2_32.lib")
namespace
{
bool InitializeWinsock(std::string& error)
{
WSADATA wsaData = {};
const int result = WSAStartup(MAKEWORD(2, 2), &wsaData);
if (result != 0)
{
error = "WSAStartup failed.";
return false;
}
return true;
}
std::vector<std::string> SplitAddress(const std::string& address)
{
std::vector<std::string> parts;
std::size_t start = !address.empty() && address[0] == '/' ? 1 : 0;
while (start <= address.size())
{
const std::size_t slash = address.find('/', start);
const std::size_t end = slash == std::string::npos ? address.size() : slash;
if (end > start)
parts.push_back(address.substr(start, end - start));
if (slash == std::string::npos)
break;
start = slash + 1;
}
return parts;
}
}
OscServer::OscServer()
: mPort(0), mRunning(false)
{
}
OscServer::~OscServer()
{
Stop();
}
bool OscServer::Start(const std::string& bindAddress, unsigned short port, const Callbacks& callbacks, std::string& error)
{
if (port == 0)
return true;
mCallbacks = callbacks;
mPort = port;
if (!InitializeWinsock(error))
return false;
mSocket.reset(socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP));
if (!mSocket.valid())
{
error = "Could not create OSC UDP socket.";
return false;
}
DWORD timeoutMilliseconds = 100;
setsockopt(mSocket.get(), SOL_SOCKET, SO_RCVTIMEO, reinterpret_cast<const char*>(&timeoutMilliseconds), sizeof(timeoutMilliseconds));
sockaddr_in address = {};
address.sin_family = AF_INET;
if (!TryParseBindAddress(bindAddress, address.sin_addr, error))
{
mSocket.reset();
return false;
}
address.sin_port = htons(static_cast<u_short>(port));
if (bind(mSocket.get(), reinterpret_cast<sockaddr*>(&address), sizeof(address)) != 0)
{
error = "Could not bind OSC listener to " + bindAddress + ":" + std::to_string(port) + ".";
mSocket.reset();
return false;
}
mRunning = true;
mThread = std::thread(&OscServer::ServerLoop, this);
return true;
}
bool OscServer::TryParseBindAddress(const std::string& bindAddress, in_addr& address, std::string& error)
{
if (bindAddress.empty())
{
error = "OSC bind address must not be empty.";
return false;
}
address = {};
if (InetPtonA(AF_INET, bindAddress.c_str(), &address) != 1)
{
error = "Invalid OSC bind address '" + bindAddress + "'. Use an IPv4 address such as 127.0.0.1 or 0.0.0.0.";
return false;
}
return true;
}
void OscServer::Stop()
{
mRunning = false;
mSocket.reset();
if (mThread.joinable())
mThread.join();
}
void OscServer::ServerLoop()
{
std::array<char, 4096> buffer = {};
while (mRunning)
{
sockaddr_in sender = {};
int senderLength = sizeof(sender);
const int byteCount = recvfrom(mSocket.get(), buffer.data(), static_cast<int>(buffer.size()), 0,
reinterpret_cast<sockaddr*>(&sender), &senderLength);
if (byteCount <= 0)
continue;
OscMessage message;
std::string error;
if (DecodeMessage(buffer.data(), byteCount, message, error))
{
if (!DispatchMessage(message, error) && !error.empty())
OutputDebugStringA(("OSC dispatch failed: " + error + "\n").c_str());
}
else if (!error.empty())
{
OutputDebugStringA(("OSC decode failed: " + error + "\n").c_str());
}
}
}
bool OscServer::DecodeMessage(const char* data, int byteCount, OscMessage& message, std::string& error) const
{
int offset = 0;
if (!ReadPaddedString(data, byteCount, offset, message.address) || message.address.empty() || message.address[0] != '/')
{
error = "Invalid OSC address.";
return false;
}
std::string typeTags;
if (!ReadPaddedString(data, byteCount, offset, typeTags) || typeTags.empty() || typeTags[0] != ',')
{
error = "Invalid OSC type tag string.";
return false;
}
if (typeTags.size() < 2)
{
error = "OSC message has no parameter value.";
return false;
}
std::vector<std::string> values;
for (std::size_t index = 1; index < typeTags.size(); ++index)
{
std::string valueJson;
if (!DecodeArgument(data, byteCount, offset, typeTags[index], valueJson))
{
error = "Unsupported or malformed OSC value type.";
return false;
}
values.push_back(valueJson);
}
if (values.size() == 1)
{
message.valueJson = values.front();
return true;
}
std::ostringstream arrayJson;
arrayJson << "[";
for (std::size_t index = 0; index < values.size(); ++index)
{
if (index > 0)
arrayJson << ",";
arrayJson << values[index];
}
arrayJson << "]";
message.valueJson = arrayJson.str();
return true;
}
bool OscServer::DispatchMessage(const OscMessage& message, std::string& error) const
{
const std::vector<std::string> parts = SplitAddress(message.address);
if (parts.size() != 3 || parts[0] != "VideoShaderToys")
{
error = "Unsupported OSC address: " + message.address;
return false;
}
return mCallbacks.updateParameter &&
mCallbacks.updateParameter(parts[1], parts[2], message.valueJson, error);
}
bool OscServer::DecodeArgument(const char* data, int byteCount, int& offset, char valueType, std::string& valueJson)
{
if (valueType == 'f')
{
double value = 0.0;
if (!ReadFloat32(data, byteCount, offset, value))
return false;
std::ostringstream stream;
stream << std::setprecision(9) << value;
valueJson = stream.str();
return true;
}
if (valueType == 'd')
{
double value = 0.0;
if (!ReadFloat64(data, byteCount, offset, value))
return false;
std::ostringstream stream;
stream << std::setprecision(17) << value;
valueJson = stream.str();
return true;
}
if (valueType == 'i')
{
int value = 0;
if (!ReadInt32(data, byteCount, offset, value))
return false;
valueJson = std::to_string(value);
return true;
}
if (valueType == 's')
{
std::string value;
if (!ReadPaddedString(data, byteCount, offset, value))
return false;
valueJson = BuildJsonString(value);
return true;
}
if (valueType == 'T' || valueType == 'F')
{
valueJson = valueType == 'T' ? "true" : "false";
return true;
}
return false;
}
bool OscServer::ReadPaddedString(const char* data, int byteCount, int& offset, std::string& value)
{
if (offset < 0 || offset >= byteCount)
return false;
const int start = offset;
while (offset < byteCount && data[offset] != '\0')
++offset;
if (offset >= byteCount)
return false;
value.assign(data + start, data + offset);
++offset;
while (offset % 4 != 0)
++offset;
return offset <= byteCount;
}
bool OscServer::ReadInt32(const char* data, int byteCount, int& offset, int& value)
{
if (offset + 4 > byteCount)
return false;
const unsigned char* bytes = reinterpret_cast<const unsigned char*>(data + offset);
value = static_cast<int>((bytes[0] << 24) | (bytes[1] << 16) | (bytes[2] << 8) | bytes[3]);
offset += 4;
return true;
}
bool OscServer::ReadFloat32(const char* data, int byteCount, int& offset, double& value)
{
int bits = 0;
if (!ReadInt32(data, byteCount, offset, bits))
return false;
float floatValue = 0.0f;
const unsigned int unsignedBits = static_cast<unsigned int>(bits);
std::memcpy(&floatValue, &unsignedBits, sizeof(floatValue));
value = static_cast<double>(floatValue);
return true;
}
bool OscServer::ReadFloat64(const char* data, int byteCount, int& offset, double& value)
{
if (offset + 8 > byteCount)
return false;
const unsigned char* bytes = reinterpret_cast<const unsigned char*>(data + offset);
uint64_t bits = 0;
for (int index = 0; index < 8; ++index)
bits = (bits << 8) | static_cast<uint64_t>(bytes[index]);
std::memcpy(&value, &bits, sizeof(value));
offset += 8;
return true;
}
std::string OscServer::BuildJsonString(const std::string& value)
{
std::ostringstream stream;
stream << '"';
for (char ch : value)
{
if (ch == '"' || ch == '\\')
stream << '\\';
stream << ch;
}
stream << '"';
return stream.str();
}

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@@ -1,53 +0,0 @@
#pragma once
#include "NativeSockets.h"
#include <winsock2.h>
#include <atomic>
#include <functional>
#include <string>
#include <thread>
class OscServer
{
public:
struct Callbacks
{
std::function<bool(const std::string&, const std::string&, const std::string&, std::string&)> updateParameter;
};
OscServer();
~OscServer();
bool Start(const std::string& bindAddress, unsigned short port, const Callbacks& callbacks, std::string& error);
void Stop();
unsigned short GetPort() const { return mPort; }
private:
friend struct OscServerTestAccess;
struct OscMessage
{
std::string address;
std::string valueJson;
};
void ServerLoop();
bool DecodeMessage(const char* data, int byteCount, OscMessage& message, std::string& error) const;
bool DispatchMessage(const OscMessage& message, std::string& error) const;
static bool TryParseBindAddress(const std::string& bindAddress, in_addr& address, std::string& error);
static bool DecodeArgument(const char* data, int byteCount, int& offset, char valueType, std::string& valueJson);
static bool ReadPaddedString(const char* data, int byteCount, int& offset, std::string& value);
static bool ReadInt32(const char* data, int byteCount, int& offset, int& value);
static bool ReadFloat32(const char* data, int byteCount, int& offset, double& value);
static bool ReadFloat64(const char* data, int byteCount, int& offset, double& value);
static std::string BuildJsonString(const std::string& value);
Callbacks mCallbacks;
UniqueSocket mSocket;
unsigned short mPort;
std::thread mThread;
std::atomic<bool> mRunning;
};

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@@ -1,53 +0,0 @@
#include "RuntimeControlBridge.h"
#include "ControlServices.h"
#include "ControlServer.h"
#include "OpenGLComposite.h"
#include "OscServer.h"
#include "RuntimeHost.h"
bool StartControlServicesBoundary(
OpenGLComposite& composite,
RuntimeHost& runtimeHost,
ControlServices& controlServices,
ControlServer& controlServer,
OscServer& oscServer,
std::string& error)
{
ControlServer::Callbacks callbacks;
callbacks.getStateJson = [&composite]() { return composite.GetRuntimeStateJson(); };
callbacks.addLayer = [&composite](const std::string& shaderId, std::string& actionError) { return composite.AddLayer(shaderId, actionError); };
callbacks.removeLayer = [&composite](const std::string& layerId, std::string& actionError) { return composite.RemoveLayer(layerId, actionError); };
callbacks.moveLayer = [&composite](const std::string& layerId, int direction, std::string& actionError) { return composite.MoveLayer(layerId, direction, actionError); };
callbacks.moveLayerToIndex = [&composite](const std::string& layerId, std::size_t targetIndex, std::string& actionError) { return composite.MoveLayerToIndex(layerId, targetIndex, actionError); };
callbacks.setLayerBypass = [&composite](const std::string& layerId, bool bypassed, std::string& actionError) { return composite.SetLayerBypass(layerId, bypassed, actionError); };
callbacks.setLayerShader = [&composite](const std::string& layerId, const std::string& shaderId, std::string& actionError) { return composite.SetLayerShader(layerId, shaderId, actionError); };
callbacks.updateLayerParameter = [&composite](const std::string& layerId, const std::string& parameterId, const std::string& valueJson, std::string& actionError) {
return composite.UpdateLayerParameterJson(layerId, parameterId, valueJson, actionError);
};
callbacks.resetLayerParameters = [&composite](const std::string& layerId, std::string& actionError) { return composite.ResetLayerParameters(layerId, actionError); };
callbacks.saveStackPreset = [&composite](const std::string& presetName, std::string& actionError) { return composite.SaveStackPreset(presetName, actionError); };
callbacks.loadStackPreset = [&composite](const std::string& presetName, std::string& actionError) { return composite.LoadStackPreset(presetName, actionError); };
callbacks.requestScreenshot = [&composite](std::string& actionError) { return composite.RequestScreenshot(actionError); };
callbacks.reloadShader = [&composite](std::string& actionError) {
if (!composite.ReloadShader())
{
actionError = "Shader reload failed. See native app status for details.";
return false;
}
return true;
};
if (!controlServer.Start(runtimeHost.GetUiRoot(), runtimeHost.GetDocsRoot(), runtimeHost.GetServerPort(), callbacks, error))
return false;
runtimeHost.SetServerPort(controlServer.GetPort());
OscServer::Callbacks oscCallbacks;
oscCallbacks.updateParameter = [&controlServices](const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& actionError) {
return controlServices.QueueOscUpdate(layerKey, parameterKey, valueJson, actionError);
};
if (runtimeHost.GetOscPort() > 0 && !oscServer.Start(runtimeHost.GetOscBindAddress(), runtimeHost.GetOscPort(), oscCallbacks, error))
return false;
return true;
}

View File

@@ -1,17 +0,0 @@
#pragma once
#include <string>
class ControlServer;
class ControlServices;
class OpenGLComposite;
class OscServer;
class RuntimeHost;
bool StartControlServicesBoundary(
OpenGLComposite& composite,
RuntimeHost& runtimeHost,
ControlServices& controlServices,
ControlServer& controlServer,
OscServer& oscServer,
std::string& error);

View File

@@ -1,83 +0,0 @@
#include "RuntimeServices.h"
RuntimeServices::RuntimeServices() :
mControlServices(std::make_unique<ControlServices>())
{
}
RuntimeServices::~RuntimeServices()
{
Stop();
}
bool RuntimeServices::Start(OpenGLComposite& composite, RuntimeHost& runtimeHost, std::string& error)
{
return mControlServices && mControlServices->Start(composite, runtimeHost, error);
}
void RuntimeServices::BeginPolling(RuntimeHost& runtimeHost)
{
if (mControlServices)
mControlServices->BeginPolling(runtimeHost);
}
void RuntimeServices::Stop()
{
if (mControlServices)
mControlServices->Stop();
}
void RuntimeServices::BroadcastState()
{
if (mControlServices)
mControlServices->BroadcastState();
}
void RuntimeServices::RequestBroadcastState()
{
if (mControlServices)
mControlServices->RequestBroadcastState();
}
bool RuntimeServices::QueueOscUpdate(const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& error)
{
return mControlServices && mControlServices->QueueOscUpdate(layerKey, parameterKey, valueJson, error);
}
bool RuntimeServices::ApplyPendingOscUpdates(std::vector<AppliedOscUpdate>& appliedUpdates, std::string& error)
{
if (!mControlServices)
{
appliedUpdates.clear();
return true;
}
return mControlServices->ApplyPendingOscUpdates(appliedUpdates, error);
}
bool RuntimeServices::QueueOscCommit(const std::string& routeKey, const std::string& layerKey, const std::string& parameterKey, const JsonValue& value, uint64_t generation, std::string& error)
{
return mControlServices && mControlServices->QueueOscCommit(routeKey, layerKey, parameterKey, value, generation, error);
}
void RuntimeServices::ClearOscState()
{
if (mControlServices)
mControlServices->ClearOscState();
}
void RuntimeServices::ConsumeCompletedOscCommits(std::vector<CompletedOscCommit>& completedCommits)
{
if (!mControlServices)
{
completedCommits.clear();
return;
}
mControlServices->ConsumeCompletedOscCommits(completedCommits);
}
RuntimePollEvents RuntimeServices::ConsumePollEvents()
{
return mControlServices ? mControlServices->ConsumePollEvents() : RuntimePollEvents{};
}

View File

@@ -1,33 +0,0 @@
#pragma once
#include "ControlServices.h"
#include <memory>
#include <string>
class OpenGLComposite;
class RuntimeHost;
class RuntimeServices
{
public:
using AppliedOscUpdate = ControlServices::AppliedOscUpdate;
using CompletedOscCommit = ControlServices::CompletedOscCommit;
RuntimeServices();
~RuntimeServices();
bool Start(OpenGLComposite& composite, RuntimeHost& runtimeHost, std::string& error);
void BeginPolling(RuntimeHost& runtimeHost);
void Stop();
void BroadcastState();
void RequestBroadcastState();
bool QueueOscUpdate(const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& error);
bool ApplyPendingOscUpdates(std::vector<AppliedOscUpdate>& appliedUpdates, std::string& error);
bool QueueOscCommit(const std::string& routeKey, const std::string& layerKey, const std::string& parameterKey, const JsonValue& value, uint64_t generation, std::string& error);
void ClearOscState();
void ConsumeCompletedOscCommits(std::vector<CompletedOscCommit>& completedCommits);
RuntimePollEvents ConsumePollEvents();
private:
std::unique_ptr<ControlServices> mControlServices;
};

View File

@@ -1,787 +0,0 @@
#include "DeckLinkDisplayMode.h"
#include "OpenGLComposite.h"
#include "GLExtensions.h"
#include "GlRenderConstants.h"
#include "PngScreenshotWriter.h"
#include "RenderEngine.h"
#include "RuntimeParameterUtils.h"
#include "RuntimeServices.h"
#include "ShaderBuildQueue.h"
#include "VideoBackend.h"
#include <algorithm>
#include <cctype>
#include <chrono>
#include <cmath>
#include <ctime>
#include <filesystem>
#include <iomanip>
#include <memory>
#include <set>
#include <sstream>
#include <string>
#include <vector>
namespace
{
constexpr auto kOscOverlayCommitDelay = std::chrono::milliseconds(150);
constexpr double kOscSmoothingReferenceFps = 60.0;
constexpr double kOscSmoothingMaxStepSeconds = 0.25;
std::string SimplifyOscControlKey(const std::string& text)
{
std::string simplified;
for (unsigned char ch : text)
{
if (std::isalnum(ch))
simplified.push_back(static_cast<char>(std::tolower(ch)));
}
return simplified;
}
bool MatchesOscControlKey(const std::string& candidate, const std::string& key)
{
return candidate == key || SimplifyOscControlKey(candidate) == SimplifyOscControlKey(key);
}
double ClampOscAlpha(double value)
{
return (std::max)(0.0, (std::min)(1.0, value));
}
double ComputeTimeBasedOscAlpha(double smoothing, double deltaSeconds)
{
const double clampedSmoothing = ClampOscAlpha(smoothing);
if (clampedSmoothing <= 0.0)
return 0.0;
if (clampedSmoothing >= 1.0)
return 1.0;
const double clampedDeltaSeconds = (std::max)(0.0, (std::min)(kOscSmoothingMaxStepSeconds, deltaSeconds));
if (clampedDeltaSeconds <= 0.0)
return 0.0;
const double frameScale = clampedDeltaSeconds * kOscSmoothingReferenceFps;
return ClampOscAlpha(1.0 - std::pow(1.0 - clampedSmoothing, frameScale));
}
JsonValue BuildOscCommitValue(const ShaderParameterDefinition& definition, const ShaderParameterValue& value)
{
switch (definition.type)
{
case ShaderParameterType::Boolean:
return JsonValue(value.booleanValue);
case ShaderParameterType::Enum:
return JsonValue(value.enumValue);
case ShaderParameterType::Text:
return JsonValue(value.textValue);
case ShaderParameterType::Trigger:
case ShaderParameterType::Float:
return JsonValue(value.numberValues.empty() ? 0.0 : value.numberValues.front());
case ShaderParameterType::Vec2:
case ShaderParameterType::Color:
{
JsonValue array = JsonValue::MakeArray();
for (double number : value.numberValues)
array.pushBack(JsonValue(number));
return array;
}
}
return JsonValue();
}
}
OpenGLComposite::OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC) :
hGLWnd(hWnd), hGLDC(hDC), hGLRC(hRC),
mUseCommittedLayerStates(false),
mScreenshotRequested(false)
{
InitializeCriticalSection(&pMutex);
mRuntimeHost = std::make_unique<RuntimeHost>();
mRuntimeStore = std::make_unique<RuntimeStore>(*mRuntimeHost);
mRuntimeSnapshotProvider = std::make_unique<RuntimeSnapshotProvider>(*mRuntimeHost);
mRenderEngine = std::make_unique<RenderEngine>(
*mRuntimeHost,
*mRuntimeSnapshotProvider,
pMutex,
hGLDC,
hGLRC,
[this]() { renderEffect(); },
[this]() { ProcessScreenshotRequest(); },
[this]() { paintGL(false); });
mVideoBackend = std::make_unique<VideoBackend>(*mRenderEngine, mRuntimeHost->GetHealthTelemetry());
mShaderBuildQueue = std::make_unique<ShaderBuildQueue>(*mRuntimeSnapshotProvider);
mRuntimeServices = std::make_unique<RuntimeServices>();
}
OpenGLComposite::~OpenGLComposite()
{
if (mRuntimeServices)
mRuntimeServices->Stop();
if (mShaderBuildQueue)
mShaderBuildQueue->Stop();
if (mVideoBackend)
mVideoBackend->ReleaseResources();
DeleteCriticalSection(&pMutex);
}
bool OpenGLComposite::InitDeckLink()
{
return InitVideoIO();
}
bool OpenGLComposite::InitVideoIO()
{
VideoFormatSelection videoModes;
std::string initFailureReason;
if (mRuntimeStore && mRuntimeStore->GetRuntimeRepositoryRoot().empty())
{
std::string runtimeError;
if (!mRuntimeStore->InitializeStore(runtimeError))
{
MessageBoxA(NULL, runtimeError.c_str(), "Runtime host failed to initialize", MB_OK);
return false;
}
}
if (mRuntimeStore)
{
if (!ResolveConfiguredVideoFormats(
mRuntimeStore->GetConfiguredInputVideoFormat(),
mRuntimeStore->GetConfiguredInputFrameRate(),
mRuntimeStore->GetConfiguredOutputVideoFormat(),
mRuntimeStore->GetConfiguredOutputFrameRate(),
videoModes,
initFailureReason))
{
MessageBoxA(NULL, initFailureReason.c_str(), "DeckLink mode configuration error", MB_OK);
return false;
}
}
if (!mVideoBackend->DiscoverDevicesAndModes(videoModes, initFailureReason))
{
const char* title = initFailureReason == "Please install the Blackmagic DeckLink drivers to use the features of this application."
? "This application requires the DeckLink drivers installed."
: "DeckLink initialization failed";
MessageBoxA(NULL, initFailureReason.c_str(), title, MB_OK | MB_ICONERROR);
return false;
}
const bool outputAlphaRequired = mRuntimeStore && mRuntimeStore->IsExternalKeyingConfigured();
if (!mVideoBackend->SelectPreferredFormats(videoModes, outputAlphaRequired, initFailureReason))
goto error;
if (! CheckOpenGLExtensions())
{
initFailureReason = "OpenGL extension checks failed.";
goto error;
}
if (! InitOpenGLState())
{
initFailureReason = "OpenGL state initialization failed.";
goto error;
}
PublishVideoIOStatus(mVideoBackend->OutputModelName().empty()
? "DeckLink output device selected."
: ("Selected output device: " + mVideoBackend->OutputModelName()));
// Resize window to match output video frame, but scale large formats down by half for viewing.
if (mVideoBackend->OutputFrameWidth() < 1920)
resizeWindow(mVideoBackend->OutputFrameWidth(), mVideoBackend->OutputFrameHeight());
else
resizeWindow(mVideoBackend->OutputFrameWidth() / 2, mVideoBackend->OutputFrameHeight() / 2);
if (!mVideoBackend->ConfigureInput(videoModes.input, initFailureReason))
{
goto error;
}
if (!mVideoBackend->HasInputDevice() && mRuntimeHost)
{
mRuntimeHost->SetSignalStatus(false, mVideoBackend->InputFrameWidth(), mVideoBackend->InputFrameHeight(), mVideoBackend->InputDisplayModeName());
}
if (!mVideoBackend->ConfigureOutput(videoModes.output, mRuntimeStore && mRuntimeStore->IsExternalKeyingConfigured(), initFailureReason))
{
goto error;
}
PublishVideoIOStatus(mVideoBackend->StatusMessage());
return true;
error:
if (!initFailureReason.empty())
MessageBoxA(NULL, initFailureReason.c_str(), "DeckLink initialization failed", MB_OK | MB_ICONERROR);
mVideoBackend->ReleaseResources();
return false;
}
void OpenGLComposite::paintGL(bool force)
{
if (!force)
{
if (IsIconic(hGLWnd))
return;
const unsigned previewFps = mRuntimeStore ? mRuntimeStore->GetConfiguredPreviewFps() : 30u;
if (previewFps == 0)
return;
const auto now = std::chrono::steady_clock::now();
const auto minimumInterval = std::chrono::microseconds(1000000 / (previewFps == 0 ? 1u : previewFps));
if (mLastPreviewPresentTime != std::chrono::steady_clock::time_point() &&
now - mLastPreviewPresentTime < minimumInterval)
{
return;
}
}
if (!mRenderEngine->TryPresentToWindow(mVideoBackend->OutputFrameWidth(), mVideoBackend->OutputFrameHeight()))
{
ValidateRect(hGLWnd, NULL);
return;
}
mLastPreviewPresentTime = std::chrono::steady_clock::now();
ValidateRect(hGLWnd, NULL);
}
void OpenGLComposite::resizeGL(WORD width, WORD height)
{
// We don't set the project or model matrices here since the window data is copied directly from
// an off-screen FBO in paintGL(). Just save the width and height for use in paintGL().
mRenderEngine->ResizeView(width, height);
}
void OpenGLComposite::resizeWindow(int width, int height)
{
RECT r;
if (GetWindowRect(hGLWnd, &r))
{
SetWindowPos(hGLWnd, HWND_TOP, r.left, r.top, r.left + width, r.top + height, 0);
}
}
void OpenGLComposite::PublishVideoIOStatus(const std::string& statusMessage)
{
if (!mRuntimeHost)
return;
if (!statusMessage.empty())
mVideoBackend->SetStatusMessage(statusMessage);
mRuntimeHost->SetVideoIOStatus(
"decklink",
mVideoBackend->OutputModelName(),
mVideoBackend->SupportsInternalKeying(),
mVideoBackend->SupportsExternalKeying(),
mVideoBackend->KeyerInterfaceAvailable(),
mRuntimeStore ? mRuntimeStore->IsExternalKeyingConfigured() : false,
mVideoBackend->ExternalKeyingActive(),
mVideoBackend->StatusMessage());
}
bool OpenGLComposite::InitOpenGLState()
{
if (! ResolveGLExtensions())
return false;
std::string runtimeError;
if (mRuntimeStore->GetRuntimeRepositoryRoot().empty() && !mRuntimeStore->InitializeStore(runtimeError))
{
MessageBoxA(NULL, runtimeError.c_str(), "Runtime host failed to initialize", MB_OK);
return false;
}
if (!mRuntimeServices->Start(*this, *mRuntimeHost, runtimeError))
{
MessageBoxA(NULL, runtimeError.c_str(), "Runtime control services failed to start", MB_OK);
return false;
}
// Prepare the runtime shader program generated from the active shader package.
char compilerErrorMessage[1024];
if (!mRenderEngine->CompileDecodeShader(sizeof(compilerErrorMessage), compilerErrorMessage))
{
MessageBoxA(NULL, compilerErrorMessage, "OpenGL decode shader failed to load or compile", MB_OK);
return false;
}
if (!mRenderEngine->CompileOutputPackShader(sizeof(compilerErrorMessage), compilerErrorMessage))
{
MessageBoxA(NULL, compilerErrorMessage, "OpenGL output pack shader failed to load or compile", MB_OK);
return false;
}
std::string rendererError;
if (!mRenderEngine->InitializeResources(
mVideoBackend->InputFrameWidth(),
mVideoBackend->InputFrameHeight(),
mVideoBackend->CaptureTextureWidth(),
mVideoBackend->OutputFrameWidth(),
mVideoBackend->OutputFrameHeight(),
mVideoBackend->OutputPackTextureWidth(),
rendererError))
{
MessageBoxA(NULL, rendererError.c_str(), "OpenGL initialization error.", MB_OK);
return false;
}
if (!mRenderEngine->CompileLayerPrograms(mVideoBackend->InputFrameWidth(), mVideoBackend->InputFrameHeight(), sizeof(compilerErrorMessage), compilerErrorMessage))
{
MessageBoxA(NULL, compilerErrorMessage, "OpenGL shader failed to load or compile", MB_OK);
return false;
}
mCachedLayerRenderStates = mRenderEngine->CommittedLayerStates();
mUseCommittedLayerStates = false;
mRenderEngine->ResetTemporalHistoryState();
mRenderEngine->ResetShaderFeedbackState();
broadcastRuntimeState();
mRuntimeServices->BeginPolling(*mRuntimeHost);
return true;
}
bool OpenGLComposite::Start()
{
return mVideoBackend->Start();
}
bool OpenGLComposite::Stop()
{
if (mRuntimeServices)
mRuntimeServices->Stop();
const bool wasExternalKeyingActive = mVideoBackend->ExternalKeyingActive();
mVideoBackend->Stop();
if (wasExternalKeyingActive)
PublishVideoIOStatus("External keying has been disabled.");
return true;
}
bool OpenGLComposite::ReloadShader(bool preserveFeedbackState)
{
mPreserveFeedbackOnNextShaderBuild = preserveFeedbackState;
if (mRuntimeHost)
{
mRuntimeStore->SetCompileStatus(true, "Shader rebuild queued.");
mRuntimeStore->ClearReloadRequest();
}
RequestShaderBuild();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::RequestScreenshot(std::string& error)
{
(void)error;
mScreenshotRequested.store(true);
return true;
}
void OpenGLComposite::renderEffect()
{
ProcessRuntimePollResults();
std::vector<RuntimeServices::AppliedOscUpdate> appliedOscUpdates;
std::vector<RuntimeServices::CompletedOscCommit> completedOscCommits;
if (mRuntimeHost && mRuntimeServices)
{
std::string oscError;
if (!mRuntimeServices->ApplyPendingOscUpdates(appliedOscUpdates, oscError) && !oscError.empty())
OutputDebugStringA(("OSC apply failed: " + oscError + "\n").c_str());
mRuntimeServices->ConsumeCompletedOscCommits(completedOscCommits);
}
for (const RuntimeServices::CompletedOscCommit& completedCommit : completedOscCommits)
{
auto overlayIt = mOscOverlayStates.find(completedCommit.routeKey);
if (overlayIt == mOscOverlayStates.end())
continue;
OscOverlayState& overlay = overlayIt->second;
if (overlay.commitQueued &&
overlay.pendingCommitGeneration == completedCommit.generation &&
overlay.generation == completedCommit.generation)
{
mOscOverlayStates.erase(overlayIt);
}
}
std::set<std::string> pendingOscRouteKeys;
const auto oscNow = std::chrono::steady_clock::now();
for (const RuntimeServices::AppliedOscUpdate& update : appliedOscUpdates)
{
const std::string routeKey = update.routeKey;
auto overlayIt = mOscOverlayStates.find(routeKey);
if (overlayIt == mOscOverlayStates.end())
{
OscOverlayState overlay;
overlay.layerKey = update.layerKey;
overlay.parameterKey = update.parameterKey;
overlay.targetValue = update.targetValue;
overlay.lastUpdatedTime = oscNow;
overlay.lastAppliedTime = oscNow;
overlay.generation = 1;
mOscOverlayStates[routeKey] = std::move(overlay);
}
else
{
overlayIt->second.targetValue = update.targetValue;
overlayIt->second.lastUpdatedTime = oscNow;
overlayIt->second.generation += 1;
overlayIt->second.commitQueued = false;
}
pendingOscRouteKeys.insert(routeKey);
}
const auto applyOscOverlays = [&](std::vector<RuntimeRenderState>& states, bool allowCommit)
{
if (states.empty() || mOscOverlayStates.empty() || !mRuntimeHost)
return;
const double smoothing = ClampOscAlpha(mRuntimeStore ? mRuntimeStore->GetConfiguredOscSmoothing() : 0.0);
std::vector<std::string> overlayKeysToRemove;
for (auto& item : mOscOverlayStates)
{
OscOverlayState& overlay = item.second;
auto stateIt = std::find_if(states.begin(), states.end(),
[&overlay](const RuntimeRenderState& state)
{
return MatchesOscControlKey(state.layerId, overlay.layerKey) ||
MatchesOscControlKey(state.shaderId, overlay.layerKey) ||
MatchesOscControlKey(state.shaderName, overlay.layerKey);
});
if (stateIt == states.end())
continue;
auto definitionIt = std::find_if(stateIt->parameterDefinitions.begin(), stateIt->parameterDefinitions.end(),
[&overlay](const ShaderParameterDefinition& definition)
{
return MatchesOscControlKey(definition.id, overlay.parameterKey) ||
MatchesOscControlKey(definition.label, overlay.parameterKey);
});
if (definitionIt == stateIt->parameterDefinitions.end())
continue;
if (definitionIt->type == ShaderParameterType::Trigger)
{
if (pendingOscRouteKeys.find(item.first) == pendingOscRouteKeys.end())
continue;
ShaderParameterValue& value = stateIt->parameterValues[definitionIt->id];
const double previousCount = value.numberValues.empty() ? 0.0 : value.numberValues[0];
const double triggerTime = stateIt->timeSeconds;
value.numberValues = { previousCount + 1.0, triggerTime };
overlayKeysToRemove.push_back(item.first);
continue;
}
ShaderParameterValue targetValue;
std::string normalizeError;
if (!NormalizeAndValidateParameterValue(*definitionIt, overlay.targetValue, targetValue, normalizeError))
continue;
const bool smoothable =
smoothing > 0.0 &&
(definitionIt->type == ShaderParameterType::Float ||
definitionIt->type == ShaderParameterType::Vec2 ||
definitionIt->type == ShaderParameterType::Color);
if (!smoothable)
{
overlay.currentValue = targetValue;
overlay.hasCurrentValue = true;
stateIt->parameterValues[definitionIt->id] = overlay.currentValue;
if (allowCommit &&
!overlay.commitQueued &&
oscNow - overlay.lastUpdatedTime >= kOscOverlayCommitDelay &&
mRuntimeServices)
{
std::string commitError;
if (mRuntimeServices->QueueOscCommit(item.first, overlay.layerKey, overlay.parameterKey, overlay.targetValue, overlay.generation, commitError))
{
overlay.pendingCommitGeneration = overlay.generation;
overlay.commitQueued = true;
}
}
continue;
}
if (!overlay.hasCurrentValue)
{
overlay.currentValue = DefaultValueForDefinition(*definitionIt);
auto currentIt = stateIt->parameterValues.find(definitionIt->id);
if (currentIt != stateIt->parameterValues.end())
overlay.currentValue = currentIt->second;
overlay.hasCurrentValue = true;
}
if (overlay.currentValue.numberValues.size() != targetValue.numberValues.size())
overlay.currentValue.numberValues = targetValue.numberValues;
double smoothingAlpha = smoothing;
if (overlay.lastAppliedTime != std::chrono::steady_clock::time_point())
{
const double deltaSeconds =
std::chrono::duration_cast<std::chrono::duration<double>>(oscNow - overlay.lastAppliedTime).count();
smoothingAlpha = ComputeTimeBasedOscAlpha(smoothing, deltaSeconds);
}
overlay.lastAppliedTime = oscNow;
ShaderParameterValue nextValue = targetValue;
bool converged = true;
for (std::size_t index = 0; index < targetValue.numberValues.size(); ++index)
{
const double currentNumber = overlay.currentValue.numberValues[index];
const double targetNumber = targetValue.numberValues[index];
const double delta = targetNumber - currentNumber;
double nextNumber = currentNumber + delta * smoothingAlpha;
if (std::fabs(delta) <= 0.0005)
nextNumber = targetNumber;
else
converged = false;
nextValue.numberValues[index] = nextNumber;
}
if (converged)
nextValue.numberValues = targetValue.numberValues;
overlay.currentValue = nextValue;
overlay.hasCurrentValue = true;
stateIt->parameterValues[definitionIt->id] = overlay.currentValue;
if (allowCommit &&
converged &&
!overlay.commitQueued &&
oscNow - overlay.lastUpdatedTime >= kOscOverlayCommitDelay &&
mRuntimeServices)
{
std::string commitError;
JsonValue committedValue = BuildOscCommitValue(*definitionIt, overlay.currentValue);
if (mRuntimeServices->QueueOscCommit(item.first, overlay.layerKey, overlay.parameterKey, committedValue, overlay.generation, commitError))
{
overlay.pendingCommitGeneration = overlay.generation;
overlay.commitQueued = true;
}
}
}
for (const std::string& overlayKey : overlayKeysToRemove)
mOscOverlayStates.erase(overlayKey);
};
const bool hasInputSource = mVideoBackend->HasInputSource();
std::vector<RuntimeRenderState> layerStates;
if (mUseCommittedLayerStates)
{
layerStates = mRenderEngine->CommittedLayerStates();
applyOscOverlays(layerStates, false);
if (mRuntimeSnapshotProvider)
mRuntimeSnapshotProvider->RefreshDynamicRenderStateFields(layerStates);
}
else if (mRuntimeSnapshotProvider)
{
const unsigned renderWidth = mVideoBackend->InputFrameWidth();
const unsigned renderHeight = mVideoBackend->InputFrameHeight();
const RuntimeSnapshotVersions versions = mRuntimeSnapshotProvider->GetVersions();
const bool renderStateCacheValid =
!mCachedLayerRenderStates.empty() &&
mCachedRenderStateVersion == versions.renderStateVersion &&
mCachedRenderStateWidth == renderWidth &&
mCachedRenderStateHeight == renderHeight;
if (renderStateCacheValid)
{
RuntimeRenderStateSnapshot renderSnapshot;
renderSnapshot.outputWidth = renderWidth;
renderSnapshot.outputHeight = renderHeight;
renderSnapshot.versions.renderStateVersion = mCachedRenderStateVersion;
renderSnapshot.versions.parameterStateVersion = mCachedParameterStateVersion;
renderSnapshot.states = mCachedLayerRenderStates;
applyOscOverlays(renderSnapshot.states, true);
if (mCachedParameterStateVersion != versions.parameterStateVersion &&
mRuntimeSnapshotProvider->TryRefreshSnapshotParameters(renderSnapshot))
{
mCachedParameterStateVersion = renderSnapshot.versions.parameterStateVersion;
applyOscOverlays(renderSnapshot.states, true);
}
mCachedLayerRenderStates = renderSnapshot.states;
layerStates = renderSnapshot.states;
mRuntimeSnapshotProvider->RefreshDynamicRenderStateFields(layerStates);
}
else
{
RuntimeRenderStateSnapshot renderSnapshot;
if (mRuntimeSnapshotProvider->TryGetRenderStateSnapshot(renderWidth, renderHeight, renderSnapshot))
{
mCachedLayerRenderStates = renderSnapshot.states;
mCachedRenderStateVersion = renderSnapshot.versions.renderStateVersion;
mCachedParameterStateVersion = renderSnapshot.versions.parameterStateVersion;
mCachedRenderStateWidth = renderSnapshot.outputWidth;
mCachedRenderStateHeight = renderSnapshot.outputHeight;
applyOscOverlays(mCachedLayerRenderStates, true);
layerStates = mCachedLayerRenderStates;
}
else
{
applyOscOverlays(mCachedLayerRenderStates, true);
layerStates = mCachedLayerRenderStates;
mRuntimeSnapshotProvider->RefreshDynamicRenderStateFields(layerStates);
}
}
}
const unsigned historyCap = mRuntimeStore ? mRuntimeStore->GetConfiguredMaxTemporalHistoryFrames() : 0;
mRenderEngine->RenderLayerStack(
hasInputSource,
layerStates,
mVideoBackend->InputFrameWidth(),
mVideoBackend->InputFrameHeight(),
mVideoBackend->CaptureTextureWidth(),
mVideoBackend->InputPixelFormat(),
historyCap);
}
void OpenGLComposite::ProcessScreenshotRequest()
{
if (!mScreenshotRequested.exchange(false))
return;
const unsigned width = mVideoBackend ? mVideoBackend->OutputFrameWidth() : 0;
const unsigned height = mVideoBackend ? mVideoBackend->OutputFrameHeight() : 0;
if (width == 0 || height == 0)
return;
std::vector<unsigned char> bottomUpPixels;
if (!mRenderEngine->ReadOutputFrameRgba(width, height, bottomUpPixels))
return;
std::vector<unsigned char> topDownPixels(bottomUpPixels.size());
const std::size_t rowBytes = static_cast<std::size_t>(width) * 4;
for (unsigned y = 0; y < height; ++y)
{
const unsigned sourceY = height - 1 - y;
std::copy(
bottomUpPixels.begin() + static_cast<std::ptrdiff_t>(sourceY * rowBytes),
bottomUpPixels.begin() + static_cast<std::ptrdiff_t>((sourceY + 1) * rowBytes),
topDownPixels.begin() + static_cast<std::ptrdiff_t>(y * rowBytes));
}
try
{
const std::filesystem::path outputPath = BuildScreenshotPath();
std::filesystem::create_directories(outputPath.parent_path());
WritePngFileAsync(outputPath, width, height, std::move(topDownPixels));
}
catch (const std::exception& exception)
{
OutputDebugStringA((std::string("Screenshot request failed: ") + exception.what() + "\n").c_str());
}
}
std::filesystem::path OpenGLComposite::BuildScreenshotPath() const
{
const std::filesystem::path root = mRuntimeStore && !mRuntimeStore->GetRuntimeDataRoot().empty()
? mRuntimeStore->GetRuntimeDataRoot()
: std::filesystem::current_path();
const auto now = std::chrono::system_clock::now();
const auto milliseconds = std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()) % 1000;
const std::time_t nowTime = std::chrono::system_clock::to_time_t(now);
std::tm localTime = {};
localtime_s(&localTime, &nowTime);
std::ostringstream filename;
filename << "video-shader-toys-"
<< std::put_time(&localTime, "%Y%m%d-%H%M%S")
<< "-" << std::setw(3) << std::setfill('0') << milliseconds.count()
<< ".png";
return root / "screenshots" / filename.str();
}
bool OpenGLComposite::ProcessRuntimePollResults()
{
if (!mRuntimeHost || !mRuntimeServices)
return true;
const RuntimePollEvents events = mRuntimeServices->ConsumePollEvents();
if (events.failed)
{
mRuntimeStore->SetCompileStatus(false, events.error);
broadcastRuntimeState();
return false;
}
if (events.registryChanged)
broadcastRuntimeState();
if (!events.reloadRequested)
{
PreparedShaderBuild readyBuild;
if (!mShaderBuildQueue || !mShaderBuildQueue->TryConsumeReadyBuild(readyBuild))
return true;
char compilerErrorMessage[1024] = {};
if (!mRenderEngine->CommitPreparedLayerPrograms(readyBuild, mVideoBackend->InputFrameWidth(), mVideoBackend->InputFrameHeight(), sizeof(compilerErrorMessage), compilerErrorMessage))
{
mRuntimeStore->SetCompileStatus(false, compilerErrorMessage);
mUseCommittedLayerStates = true;
mPreserveFeedbackOnNextShaderBuild = false;
broadcastRuntimeState();
return false;
}
mUseCommittedLayerStates = false;
mCachedLayerRenderStates = mRenderEngine->CommittedLayerStates();
mRenderEngine->ResetTemporalHistoryState();
if (!mPreserveFeedbackOnNextShaderBuild)
mRenderEngine->ResetShaderFeedbackState();
mPreserveFeedbackOnNextShaderBuild = false;
broadcastRuntimeState();
return true;
}
mRuntimeStore->SetCompileStatus(true, "Shader rebuild queued.");
mPreserveFeedbackOnNextShaderBuild = false;
RequestShaderBuild();
broadcastRuntimeState();
return true;
}
void OpenGLComposite::RequestShaderBuild()
{
if (!mShaderBuildQueue || !mVideoBackend)
return;
mUseCommittedLayerStates = true;
if (mRuntimeHost)
mRuntimeStore->ClearReloadRequest();
mShaderBuildQueue->RequestBuild(mVideoBackend->InputFrameWidth(), mVideoBackend->InputFrameHeight());
}
void OpenGLComposite::broadcastRuntimeState()
{
if (mRuntimeServices)
mRuntimeServices->BroadcastState();
}
void OpenGLComposite::resetTemporalHistoryState()
{
mRenderEngine->ResetTemporalHistoryState();
mRenderEngine->ResetShaderFeedbackState();
}
bool OpenGLComposite::CheckOpenGLExtensions()
{
return true;
}
////////////////////////////////////////////

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@@ -1,120 +0,0 @@
#ifndef __OPENGL_COMPOSITE_H__
#define __OPENGL_COMPOSITE_H__
#include <windows.h>
#include <process.h>
#include <tchar.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <objbase.h>
#include <atlbase.h>
#include <comutil.h>
#include "GLExtensions.h"
#include "RuntimeHost.h"
#include "RuntimeSnapshotProvider.h"
#include "RuntimeStore.h"
#include <functional>
#include <atomic>
#include <filesystem>
#include <map>
#include <memory>
#include <string>
#include <vector>
#include <deque>
#include <chrono>
class RenderEngine;
class RuntimeServices;
class ShaderBuildQueue;
class VideoBackend;
class OpenGLComposite
{
public:
OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC);
~OpenGLComposite();
bool InitDeckLink();
bool InitVideoIO();
bool Start();
bool Stop();
bool ReloadShader(bool preserveFeedbackState = false);
std::string GetRuntimeStateJson() const;
bool AddLayer(const std::string& shaderId, std::string& error);
bool RemoveLayer(const std::string& layerId, std::string& error);
bool MoveLayer(const std::string& layerId, int direction, std::string& error);
bool MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error);
bool SetLayerBypass(const std::string& layerId, bool bypassed, std::string& error);
bool SetLayerShader(const std::string& layerId, const std::string& shaderId, std::string& error);
bool UpdateLayerParameterJson(const std::string& layerId, const std::string& parameterId, const std::string& valueJson, std::string& error);
bool UpdateLayerParameterByControlKeyJson(const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& error);
bool ResetLayerParameters(const std::string& layerId, std::string& error);
bool SaveStackPreset(const std::string& presetName, std::string& error);
bool LoadStackPreset(const std::string& presetName, std::string& error);
bool RequestScreenshot(std::string& error);
unsigned short GetControlServerPort() const;
unsigned short GetOscPort() const;
std::string GetOscBindAddress() const;
std::string GetControlUrl() const;
std::string GetDocsUrl() const;
std::string GetOscAddress() const;
void resizeGL(WORD width, WORD height);
void paintGL(bool force = false);
private:
void resizeWindow(int width, int height);
bool CheckOpenGLExtensions();
void PublishVideoIOStatus(const std::string& statusMessage);
struct OscOverlayState
{
std::string layerKey;
std::string parameterKey;
JsonValue targetValue;
ShaderParameterValue currentValue;
bool hasCurrentValue = false;
std::chrono::steady_clock::time_point lastUpdatedTime;
std::chrono::steady_clock::time_point lastAppliedTime;
uint64_t generation = 0;
uint64_t pendingCommitGeneration = 0;
bool commitQueued = false;
};
HWND hGLWnd;
HDC hGLDC;
HGLRC hGLRC;
CRITICAL_SECTION pMutex;
std::unique_ptr<RuntimeHost> mRuntimeHost;
std::unique_ptr<RuntimeStore> mRuntimeStore;
std::unique_ptr<RuntimeSnapshotProvider> mRuntimeSnapshotProvider;
std::unique_ptr<RenderEngine> mRenderEngine;
std::unique_ptr<ShaderBuildQueue> mShaderBuildQueue;
std::unique_ptr<RuntimeServices> mRuntimeServices;
std::unique_ptr<VideoBackend> mVideoBackend;
std::vector<RuntimeRenderState> mCachedLayerRenderStates;
uint64_t mCachedRenderStateVersion = 0;
uint64_t mCachedParameterStateVersion = 0;
unsigned mCachedRenderStateWidth = 0;
unsigned mCachedRenderStateHeight = 0;
std::map<std::string, OscOverlayState> mOscOverlayStates;
std::atomic<bool> mUseCommittedLayerStates;
std::atomic<bool> mScreenshotRequested;
std::chrono::steady_clock::time_point mLastPreviewPresentTime;
bool mPreserveFeedbackOnNextShaderBuild = false;
bool InitOpenGLState();
void renderEffect();
bool ProcessRuntimePollResults();
void RequestShaderBuild();
void ProcessScreenshotRequest();
std::filesystem::path BuildScreenshotPath() const;
void broadcastRuntimeState();
void resetTemporalHistoryState();
};
#endif // __OPENGL_COMPOSITE_H__

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@@ -1,156 +0,0 @@
#include "OpenGLComposite.h"
#include "RuntimeServices.h"
std::string OpenGLComposite::GetRuntimeStateJson() const
{
return mRuntimeStore ? mRuntimeStore->BuildPersistentStateJson() : "{}";
}
unsigned short OpenGLComposite::GetControlServerPort() const
{
return mRuntimeStore ? mRuntimeStore->GetConfiguredControlServerPort() : 0;
}
unsigned short OpenGLComposite::GetOscPort() const
{
return mRuntimeStore ? mRuntimeStore->GetConfiguredOscPort() : 0;
}
std::string OpenGLComposite::GetOscBindAddress() const
{
return mRuntimeStore ? mRuntimeStore->GetConfiguredOscBindAddress() : "127.0.0.1";
}
std::string OpenGLComposite::GetControlUrl() const
{
return "http://127.0.0.1:" + std::to_string(GetControlServerPort()) + "/";
}
std::string OpenGLComposite::GetDocsUrl() const
{
return "http://127.0.0.1:" + std::to_string(GetControlServerPort()) + "/docs";
}
std::string OpenGLComposite::GetOscAddress() const
{
return "udp://" + GetOscBindAddress() + ":" + std::to_string(GetOscPort()) + " /VideoShaderToys/{Layer}/{Parameter}";
}
bool OpenGLComposite::AddLayer(const std::string& shaderId, std::string& error)
{
if (!mRuntimeStore->CreateStoredLayer(shaderId, error))
return false;
ReloadShader(true);
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::RemoveLayer(const std::string& layerId, std::string& error)
{
if (!mRuntimeStore->DeleteStoredLayer(layerId, error))
return false;
ReloadShader(true);
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::MoveLayer(const std::string& layerId, int direction, std::string& error)
{
if (!mRuntimeStore->MoveStoredLayer(layerId, direction, error))
return false;
ReloadShader(true);
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error)
{
if (!mRuntimeStore->MoveStoredLayerToIndex(layerId, targetIndex, error))
return false;
ReloadShader(true);
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::SetLayerBypass(const std::string& layerId, bool bypassed, std::string& error)
{
if (!mRuntimeStore->SetStoredLayerBypassState(layerId, bypassed, error))
return false;
ReloadShader();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::SetLayerShader(const std::string& layerId, const std::string& shaderId, std::string& error)
{
if (!mRuntimeStore->SetStoredLayerShaderSelection(layerId, shaderId, error))
return false;
ReloadShader();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::UpdateLayerParameterJson(const std::string& layerId, const std::string& parameterId, const std::string& valueJson, std::string& error)
{
JsonValue parsedValue;
if (!ParseJson(valueJson, parsedValue, error))
return false;
if (!mRuntimeStore->SetStoredParameterValue(layerId, parameterId, parsedValue, error))
return false;
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::UpdateLayerParameterByControlKeyJson(const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& error)
{
JsonValue parsedValue;
if (!ParseJson(valueJson, parsedValue, error))
return false;
if (!mRuntimeStore->SetStoredParameterValueByControlKey(layerKey, parameterKey, parsedValue, error))
return false;
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::ResetLayerParameters(const std::string& layerId, std::string& error)
{
if (!mRuntimeStore->ResetStoredLayerParameterValues(layerId, error))
return false;
mOscOverlayStates.clear();
if (mRuntimeServices)
mRuntimeServices->ClearOscState();
resetTemporalHistoryState();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::SaveStackPreset(const std::string& presetName, std::string& error)
{
if (!mRuntimeStore->SaveStackPresetSnapshot(presetName, error))
return false;
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::LoadStackPreset(const std::string& presetName, std::string& error)
{
if (!mRuntimeStore->LoadStackPresetSnapshot(presetName, error))
return false;
ReloadShader();
broadcastRuntimeState();
return true;
}

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@@ -1,180 +0,0 @@
#include "RenderEngine.h"
#include <gl/gl.h>
RenderEngine::RenderEngine(
RuntimeHost& runtimeHost,
RuntimeSnapshotProvider& runtimeSnapshotProvider,
CRITICAL_SECTION& mutex,
HDC hdc,
HGLRC hglrc,
RenderEffectCallback renderEffect,
ScreenshotCallback screenshotReady,
PreviewPaintCallback previewPaint) :
mRenderer(),
mRenderPass(mRenderer),
mRenderPipeline(mRenderer, runtimeHost, std::move(renderEffect), std::move(screenshotReady), std::move(previewPaint)),
mShaderPrograms(mRenderer, runtimeHost, runtimeSnapshotProvider),
mMutex(mutex),
mHdc(hdc),
mHglrc(hglrc)
{
}
RenderEngine::~RenderEngine()
{
mRenderer.DestroyResources();
}
bool RenderEngine::CompileDecodeShader(int errorMessageSize, char* errorMessage)
{
return mShaderPrograms.CompileDecodeShader(errorMessageSize, errorMessage);
}
bool RenderEngine::CompileOutputPackShader(int errorMessageSize, char* errorMessage)
{
return mShaderPrograms.CompileOutputPackShader(errorMessageSize, errorMessage);
}
bool RenderEngine::InitializeResources(
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned captureTextureWidth,
unsigned outputFrameWidth,
unsigned outputFrameHeight,
unsigned outputPackTextureWidth,
std::string& error)
{
return mRenderer.InitializeResources(
inputFrameWidth,
inputFrameHeight,
captureTextureWidth,
outputFrameWidth,
outputFrameHeight,
outputPackTextureWidth,
error);
}
bool RenderEngine::CompileLayerPrograms(unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage)
{
return mShaderPrograms.CompileLayerPrograms(inputFrameWidth, inputFrameHeight, errorMessageSize, errorMessage);
}
bool RenderEngine::CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage)
{
return mShaderPrograms.CommitPreparedLayerPrograms(preparedBuild, inputFrameWidth, inputFrameHeight, errorMessageSize, errorMessage);
}
const std::vector<RuntimeRenderState>& RenderEngine::CommittedLayerStates() const
{
return mShaderPrograms.CommittedLayerStates();
}
void RenderEngine::ResetTemporalHistoryState()
{
mShaderPrograms.ResetTemporalHistoryState();
}
void RenderEngine::ResetShaderFeedbackState()
{
mShaderPrograms.ResetShaderFeedbackState();
}
void RenderEngine::ResizeView(int width, int height)
{
mRenderer.ResizeView(width, height);
}
bool RenderEngine::TryPresentToWindow(unsigned outputFrameWidth, unsigned outputFrameHeight)
{
if (!TryEnterCriticalSection(&mMutex))
return false;
mRenderer.PresentToWindow(mHdc, outputFrameWidth, outputFrameHeight);
LeaveCriticalSection(&mMutex);
return true;
}
bool RenderEngine::TryUploadInputFrame(const VideoIOFrame& inputFrame, const VideoIOState& videoState)
{
if (inputFrame.hasNoInputSource || inputFrame.bytes == nullptr)
return true;
const long textureSize = inputFrame.rowBytes * static_cast<long>(inputFrame.height);
if (!TryEnterCriticalSection(&mMutex))
return false;
wglMakeCurrent(mHdc, mHglrc);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mRenderer.TextureUploadBuffer());
glBufferData(GL_PIXEL_UNPACK_BUFFER, textureSize, inputFrame.bytes, GL_DYNAMIC_DRAW);
glBindTexture(GL_TEXTURE_2D, mRenderer.CaptureTexture());
if (inputFrame.pixelFormat == VideoIOPixelFormat::V210)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, videoState.captureTextureWidth, videoState.inputFrameSize.height, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
else
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, videoState.captureTextureWidth, videoState.inputFrameSize.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
return true;
}
bool RenderEngine::RenderOutputFrame(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame)
{
EnterCriticalSection(&mMutex);
wglMakeCurrent(mHdc, mHglrc);
const bool rendered = mRenderPipeline.RenderFrame(context, outputFrame);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
return rendered;
}
void RenderEngine::RenderLayerStack(
bool hasInputSource,
const std::vector<RuntimeRenderState>& layerStates,
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned captureTextureWidth,
VideoIOPixelFormat inputPixelFormat,
unsigned historyCap)
{
mRenderPass.Render(
hasInputSource,
layerStates,
inputFrameWidth,
inputFrameHeight,
captureTextureWidth,
inputPixelFormat,
historyCap,
[this](const RuntimeRenderState& state, OpenGLRenderer::LayerProgram::TextBinding& textBinding, std::string& error) {
return mShaderPrograms.UpdateTextBindingTexture(state, textBinding, error);
},
[this](const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength, bool feedbackAvailable) {
return mShaderPrograms.UpdateGlobalParamsBuffer(state, availableSourceHistoryLength, availableTemporalHistoryLength, feedbackAvailable);
});
}
bool RenderEngine::ReadOutputFrameRgba(unsigned width, unsigned height, std::vector<unsigned char>& bottomUpPixels)
{
if (width == 0 || height == 0)
return false;
EnterCriticalSection(&mMutex);
wglMakeCurrent(mHdc, mHglrc);
bottomUpPixels.resize(static_cast<std::size_t>(width) * height * 4);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputFramebuffer());
glReadBuffer(GL_COLOR_ATTACHMENT0);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, bottomUpPixels.data());
glPixelStorei(GL_PACK_ALIGNMENT, 4);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
return true;
}

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@@ -1,72 +0,0 @@
#pragma once
#include "OpenGLRenderPass.h"
#include "OpenGLRenderPipeline.h"
#include "OpenGLRenderer.h"
#include "OpenGLShaderPrograms.h"
#include "RuntimeHost.h"
#include "RuntimeSnapshotProvider.h"
#include <windows.h>
#include <functional>
#include <string>
#include <vector>
class RenderEngine
{
public:
using RenderEffectCallback = std::function<void()>;
using ScreenshotCallback = std::function<void()>;
using PreviewPaintCallback = std::function<void()>;
RenderEngine(
RuntimeHost& runtimeHost,
RuntimeSnapshotProvider& runtimeSnapshotProvider,
CRITICAL_SECTION& mutex,
HDC hdc,
HGLRC hglrc,
RenderEffectCallback renderEffect,
ScreenshotCallback screenshotReady,
PreviewPaintCallback previewPaint);
~RenderEngine();
bool CompileDecodeShader(int errorMessageSize, char* errorMessage);
bool CompileOutputPackShader(int errorMessageSize, char* errorMessage);
bool InitializeResources(
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned captureTextureWidth,
unsigned outputFrameWidth,
unsigned outputFrameHeight,
unsigned outputPackTextureWidth,
std::string& error);
bool CompileLayerPrograms(unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
bool CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
const std::vector<RuntimeRenderState>& CommittedLayerStates() const;
void ResetTemporalHistoryState();
void ResetShaderFeedbackState();
void ResizeView(int width, int height);
bool TryPresentToWindow(unsigned outputFrameWidth, unsigned outputFrameHeight);
bool TryUploadInputFrame(const VideoIOFrame& inputFrame, const VideoIOState& videoState);
bool RenderOutputFrame(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame);
void RenderLayerStack(
bool hasInputSource,
const std::vector<RuntimeRenderState>& layerStates,
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned captureTextureWidth,
VideoIOPixelFormat inputPixelFormat,
unsigned historyCap);
bool ReadOutputFrameRgba(unsigned width, unsigned height, std::vector<unsigned char>& bottomUpPixels);
private:
OpenGLRenderer mRenderer;
OpenGLRenderPass mRenderPass;
OpenGLRenderPipeline mRenderPipeline;
OpenGLShaderPrograms mShaderPrograms;
CRITICAL_SECTION& mMutex;
HDC mHdc;
HGLRC mHglrc;
};

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@@ -1,288 +0,0 @@
#include "OpenGLRenderPass.h"
#include "GlRenderConstants.h"
#include <map>
OpenGLRenderPass::OpenGLRenderPass(OpenGLRenderer& renderer) :
mRenderer(renderer)
{
}
void OpenGLRenderPass::Render(
bool hasInputSource,
const std::vector<RuntimeRenderState>& layerStates,
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned captureTextureWidth,
VideoIOPixelFormat inputPixelFormat,
unsigned historyCap,
const TextBindingUpdater& updateTextBinding,
const GlobalParamsUpdater& updateGlobalParams)
{
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
if (hasInputSource)
{
RenderDecodePass(inputFrameWidth, inputFrameHeight, captureTextureWidth, inputPixelFormat);
}
else
{
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.DecodeFramebuffer());
glViewport(0, 0, inputFrameWidth, inputFrameHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
std::vector<LayerProgram>& layerPrograms = mRenderer.LayerPrograms();
if (layerStates.empty() || layerPrograms.empty())
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.DecodeFramebuffer());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
glBlitFramebuffer(0, 0, inputFrameWidth, inputFrameHeight, 0, 0, inputFrameWidth, inputFrameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
}
else
{
const std::vector<RenderPassDescriptor>& passes = BuildLayerPassDescriptors(layerStates, layerPrograms);
for (const RenderPassDescriptor& pass : passes)
{
RenderLayerPass(
pass,
inputFrameWidth,
inputFrameHeight,
historyCap,
updateTextBinding,
updateGlobalParams);
}
}
mRenderer.TemporalHistory().PushSourceFramebuffer(mRenderer.DecodeFramebuffer(), inputFrameWidth, inputFrameHeight);
mRenderer.FeedbackBuffers().FinalizeFrame();
}
void OpenGLRenderPass::RenderDecodePass(unsigned inputFrameWidth, unsigned inputFrameHeight, unsigned captureTextureWidth, VideoIOPixelFormat inputPixelFormat)
{
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.DecodeFramebuffer());
glViewport(0, 0, inputFrameWidth, inputFrameHeight);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0 + kPackedVideoTextureUnit);
glBindTexture(GL_TEXTURE_2D, mRenderer.CaptureTexture());
glBindVertexArray(mRenderer.FullscreenVertexArray());
glUseProgram(mRenderer.DecodeProgram());
const GLint packedResolutionLocation = mRenderer.DecodePackedResolutionLocation();
const GLint decodedResolutionLocation = mRenderer.DecodeDecodedResolutionLocation();
const GLint inputPixelFormatLocation = mRenderer.DecodeInputPixelFormatLocation();
if (packedResolutionLocation >= 0)
glUniform2f(packedResolutionLocation, static_cast<float>(captureTextureWidth), static_cast<float>(inputFrameHeight));
if (decodedResolutionLocation >= 0)
glUniform2f(decodedResolutionLocation, static_cast<float>(inputFrameWidth), static_cast<float>(inputFrameHeight));
if (inputPixelFormatLocation >= 0)
glUniform1i(inputPixelFormatLocation, inputPixelFormat == VideoIOPixelFormat::V210 ? 1 : 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
const std::vector<RuntimeRenderState>& layerStates,
std::vector<LayerProgram>& layerPrograms) const
{
// Flatten the layer stack into concrete GL passes. A layer may now contain
// several shader passes, but the outer stack still sees one visible output
// per layer.
std::vector<RenderPassDescriptor>& passes = mPassScratch;
passes.clear();
const std::size_t passCount = layerStates.size() < layerPrograms.size() ? layerStates.size() : layerPrograms.size();
std::size_t descriptorCount = 0;
for (std::size_t index = 0; index < passCount; ++index)
descriptorCount += layerPrograms[index].passes.size();
passes.reserve(descriptorCount);
GLuint sourceTexture = mRenderer.DecodedTexture();
GLuint sourceFramebuffer = mRenderer.DecodeFramebuffer();
for (std::size_t index = 0; index < passCount; ++index)
{
const RuntimeRenderState& state = layerStates[index];
LayerProgram& layerProgram = layerPrograms[index];
if (layerProgram.passes.empty())
continue;
// Preserve the original two-target layer ping-pong. Intermediate passes
// inside this layer are routed through pooled temporary targets instead.
const std::size_t remaining = layerStates.size() - index;
const bool writeToMain = (remaining % 2) == 1;
const GLuint layerOutputTexture = writeToMain ? mRenderer.CompositeTexture() : mRenderer.LayerTempTexture();
const GLuint layerOutputFramebuffer = writeToMain ? mRenderer.CompositeFramebuffer() : mRenderer.LayerTempFramebuffer();
const RenderPassOutputTarget layerOutputTarget = writeToMain ? RenderPassOutputTarget::Composite : RenderPassOutputTarget::LayerTemp;
const GLuint layerInputTexture = sourceTexture;
const GLuint layerInputFramebuffer = sourceFramebuffer;
GLuint previousPassTexture = layerInputTexture;
GLuint previousPassFramebuffer = layerInputFramebuffer;
std::map<std::string, std::pair<GLuint, GLuint>> namedOutputs;
std::size_t temporaryTargetIndex = 0;
for (std::size_t passIndex = 0; passIndex < layerProgram.passes.size(); ++passIndex)
{
PassProgram& passProgram = layerProgram.passes[passIndex];
const bool lastPassForLayer = passIndex + 1 == layerProgram.passes.size();
const std::string outputName = passProgram.outputName.empty() ? passProgram.passId : passProgram.outputName;
const bool writesLayerOutput = outputName == "layerOutput" || lastPassForLayer;
GLuint passSourceTexture = previousPassTexture;
GLuint passSourceFramebuffer = previousPassFramebuffer;
if (!passProgram.inputNames.empty())
{
// v1 multipass uses the first declared input as gVideoInput.
// Later inputs are parsed for forward compatibility.
const std::string& inputName = passProgram.inputNames.front();
if (inputName == "layerInput")
{
passSourceTexture = layerInputTexture;
passSourceFramebuffer = layerInputFramebuffer;
}
else if (inputName == "previousPass")
{
passSourceTexture = previousPassTexture;
passSourceFramebuffer = previousPassFramebuffer;
}
else
{
auto namedOutputIt = namedOutputs.find(inputName);
if (namedOutputIt != namedOutputs.end())
{
passSourceTexture = namedOutputIt->second.first;
passSourceFramebuffer = namedOutputIt->second.second;
}
}
}
GLuint passDestinationTexture = layerOutputTexture;
GLuint passDestinationFramebuffer = layerOutputFramebuffer;
RenderPassOutputTarget outputTarget = layerOutputTarget;
if (!writesLayerOutput)
{
// Temporary targets are reserved when the shader stack is
// committed, avoiding texture allocation during playback.
if (temporaryTargetIndex < mRenderer.TemporaryRenderTargetCount())
{
const RenderTarget& temporaryTarget = mRenderer.TemporaryRenderTarget(temporaryTargetIndex);
++temporaryTargetIndex;
passDestinationTexture = temporaryTarget.texture;
passDestinationFramebuffer = temporaryTarget.framebuffer;
outputTarget = RenderPassOutputTarget::Temporary;
}
}
RenderPassDescriptor pass;
pass.kind = RenderPassKind::LayerEffect;
pass.outputTarget = outputTarget;
pass.passIndex = passes.size();
pass.passId = passProgram.passId;
pass.layerId = state.layerId;
pass.shaderId = state.shaderId;
pass.layerInputTexture = layerInputTexture;
pass.sourceTexture = passSourceTexture;
pass.sourceFramebuffer = passIndex == 0 ? layerInputFramebuffer : passSourceFramebuffer;
pass.destinationTexture = passDestinationTexture;
pass.destinationFramebuffer = passDestinationFramebuffer;
pass.layerProgram = &layerProgram;
pass.passProgram = &passProgram;
pass.layerState = &state;
pass.capturePreLayerHistory = passIndex == 0 && state.temporalHistorySource == TemporalHistorySource::PreLayerInput;
pass.captureFeedbackWrite = state.feedback.enabled && passProgram.passId == state.feedback.writePassId;
passes.push_back(pass);
// A later pass can reference either the explicit output name or the
// pass id, which keeps small manifests pleasant to write.
namedOutputs[outputName] = std::make_pair(passDestinationTexture, passDestinationFramebuffer);
namedOutputs[passProgram.passId] = std::make_pair(passDestinationTexture, passDestinationFramebuffer);
previousPassTexture = passDestinationTexture;
previousPassFramebuffer = passDestinationFramebuffer;
}
sourceTexture = layerOutputTexture;
sourceFramebuffer = layerOutputFramebuffer;
}
return passes;
}
void OpenGLRenderPass::RenderLayerPass(
const RenderPassDescriptor& pass,
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned historyCap,
const TextBindingUpdater& updateTextBinding,
const GlobalParamsUpdater& updateGlobalParams)
{
if (pass.passProgram == nullptr || pass.layerState == nullptr)
return;
RenderShaderProgram(
pass.layerInputTexture,
pass.sourceTexture,
pass.destinationFramebuffer,
*pass.passProgram,
*pass.layerState,
inputFrameWidth,
inputFrameHeight,
historyCap,
updateTextBinding,
updateGlobalParams);
if (pass.capturePreLayerHistory)
mRenderer.TemporalHistory().PushPreLayerFramebuffer(pass.layerId, pass.sourceFramebuffer, inputFrameWidth, inputFrameHeight);
if (pass.captureFeedbackWrite)
mRenderer.FeedbackBuffers().CaptureFeedbackFramebuffer(pass.layerId, pass.destinationFramebuffer, inputFrameWidth, inputFrameHeight);
}
void OpenGLRenderPass::RenderShaderProgram(
GLuint layerInputTexture,
GLuint sourceTexture,
GLuint destinationFrameBuffer,
PassProgram& passProgram,
const RuntimeRenderState& state,
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned historyCap,
const TextBindingUpdater& updateTextBinding,
const GlobalParamsUpdater& updateGlobalParams)
{
for (LayerProgram::TextBinding& textBinding : passProgram.textBindings)
{
std::string textError;
if (!updateTextBinding(state, textBinding, textError))
OutputDebugStringA((textError + "\n").c_str());
}
glBindFramebuffer(GL_FRAMEBUFFER, destinationFrameBuffer);
glViewport(0, 0, inputFrameWidth, inputFrameHeight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
const std::vector<GLuint> sourceHistoryTextures = mRenderer.TemporalHistory().ResolveSourceHistoryTextures(sourceTexture, state.isTemporal ? historyCap : 0);
const std::vector<GLuint> temporalHistoryTextures = mRenderer.TemporalHistory().ResolveTemporalHistoryTextures(state, sourceTexture, state.isTemporal ? historyCap : 0);
const GLuint feedbackTexture = mRenderer.FeedbackBuffers().ResolveReadTexture(state);
const ShaderTextureBindings::RuntimeTextureBindingPlan texturePlan =
mTextureBindings.BuildLayerRuntimeBindingPlan(passProgram, sourceTexture, layerInputTexture, state, feedbackTexture, sourceHistoryTextures, temporalHistoryTextures);
mTextureBindings.BindRuntimeTexturePlan(texturePlan);
glBindVertexArray(mRenderer.FullscreenVertexArray());
glUseProgram(passProgram.program);
// The UBO is shared by every pass in a layer; texture routing is what
// changes from pass to pass.
updateGlobalParams(
state,
mRenderer.TemporalHistory().SourceAvailableCount(),
mRenderer.TemporalHistory().AvailableCountForLayer(state.layerId),
mRenderer.FeedbackBuffers().FeedbackAvailable(state));
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindVertexArray(0);
mTextureBindings.UnbindRuntimeTexturePlan(texturePlan);
}

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@@ -1,61 +0,0 @@
#pragma once
#include "OpenGLRenderer.h"
#include "RenderPassDescriptor.h"
#include "ShaderTextureBindings.h"
#include "ShaderTypes.h"
#include "VideoIOFormat.h"
#include <functional>
#include <string>
#include <vector>
class OpenGLRenderPass
{
public:
using LayerProgram = OpenGLRenderer::LayerProgram;
using PassProgram = OpenGLRenderer::LayerProgram::PassProgram;
using TextBindingUpdater = std::function<bool(const RuntimeRenderState&, LayerProgram::TextBinding&, std::string&)>;
using GlobalParamsUpdater = std::function<bool(const RuntimeRenderState&, unsigned, unsigned, bool)>;
explicit OpenGLRenderPass(OpenGLRenderer& renderer);
void Render(
bool hasInputSource,
const std::vector<RuntimeRenderState>& layerStates,
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned captureTextureWidth,
VideoIOPixelFormat inputPixelFormat,
unsigned historyCap,
const TextBindingUpdater& updateTextBinding,
const GlobalParamsUpdater& updateGlobalParams);
private:
void RenderDecodePass(unsigned inputFrameWidth, unsigned inputFrameHeight, unsigned captureTextureWidth, VideoIOPixelFormat inputPixelFormat);
std::vector<RenderPassDescriptor> BuildLayerPassDescriptors(
const std::vector<RuntimeRenderState>& layerStates,
std::vector<LayerProgram>& layerPrograms) const;
void RenderLayerPass(
const RenderPassDescriptor& pass,
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned historyCap,
const TextBindingUpdater& updateTextBinding,
const GlobalParamsUpdater& updateGlobalParams);
void RenderShaderProgram(
GLuint layerInputTexture,
GLuint sourceTexture,
GLuint destinationFrameBuffer,
PassProgram& passProgram,
const RuntimeRenderState& state,
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned historyCap,
const TextBindingUpdater& updateTextBinding,
const GlobalParamsUpdater& updateGlobalParams);
OpenGLRenderer& mRenderer;
ShaderTextureBindings mTextureBindings;
mutable std::vector<RenderPassDescriptor> mPassScratch;
};

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@@ -1,279 +0,0 @@
#include "OpenGLRenderPipeline.h"
#include "OpenGLRenderer.h"
#include "RuntimeHost.h"
#include "VideoIOFormat.h"
#include <cstring>
#include <chrono>
#include <gl/gl.h>
OpenGLRenderPipeline::OpenGLRenderPipeline(
OpenGLRenderer& renderer,
RuntimeHost& runtimeHost,
RenderEffectCallback renderEffect,
OutputReadyCallback outputReady,
PaintCallback paint) :
mRenderer(renderer),
mRuntimeHost(runtimeHost),
mRenderEffect(renderEffect),
mOutputReady(outputReady),
mPaint(paint)
{
}
OpenGLRenderPipeline::~OpenGLRenderPipeline()
{
ResetAsyncReadbackState();
}
bool OpenGLRenderPipeline::RenderFrame(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame)
{
const VideoIOState& state = context.videoState;
const auto renderStartTime = std::chrono::steady_clock::now();
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
mRenderEffect();
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRenderer.OutputFramebuffer());
glBlitFramebuffer(0, 0, state.inputFrameSize.width, state.inputFrameSize.height, 0, 0, state.outputFrameSize.width, state.outputFrameSize.height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.OutputFramebuffer());
if (mOutputReady)
mOutputReady();
if (state.outputPixelFormat == VideoIOPixelFormat::V210 || state.outputPixelFormat == VideoIOPixelFormat::Yuva10)
PackOutputFor10Bit(state);
glFlush();
const auto renderEndTime = std::chrono::steady_clock::now();
const double renderMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(renderEndTime - renderStartTime).count();
mRuntimeHost.GetHealthTelemetry().TryRecordPerformanceStats(state.frameBudgetMilliseconds, renderMilliseconds);
mRuntimeHost.TryAdvanceFrame();
ReadOutputFrame(state, outputFrame);
if (mPaint)
mPaint();
return true;
}
void OpenGLRenderPipeline::PackOutputFor10Bit(const VideoIOState& state)
{
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.OutputPackFramebuffer());
glViewport(0, 0, state.outputPackTextureWidth, state.outputFrameSize.height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mRenderer.OutputTexture());
glBindVertexArray(mRenderer.FullscreenVertexArray());
glUseProgram(mRenderer.OutputPackProgram());
const GLint outputResolutionLocation = mRenderer.OutputPackResolutionLocation();
const GLint activeWordsLocation = mRenderer.OutputPackActiveWordsLocation();
const GLint packFormatLocation = mRenderer.OutputPackFormatLocation();
if (outputResolutionLocation >= 0)
glUniform2f(outputResolutionLocation, static_cast<float>(state.outputFrameSize.width), static_cast<float>(state.outputFrameSize.height));
if (activeWordsLocation >= 0)
glUniform1f(activeWordsLocation, static_cast<float>(ActiveV210WordsForWidth(state.outputFrameSize.width)));
if (packFormatLocation >= 0)
glUniform1i(packFormatLocation, state.outputPixelFormat == VideoIOPixelFormat::Yuva10 ? 2 : 1);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
bool OpenGLRenderPipeline::EnsureAsyncReadbackBuffers(std::size_t requiredBytes)
{
if (requiredBytes == 0)
return false;
if (mAsyncReadbackBytes == requiredBytes && mAsyncReadbackSlots[0].pixelPackBuffer != 0)
return true;
ResetAsyncReadbackState();
mAsyncReadbackBytes = requiredBytes;
for (AsyncReadbackSlot& slot : mAsyncReadbackSlots)
{
glGenBuffers(1, &slot.pixelPackBuffer);
glBindBuffer(GL_PIXEL_PACK_BUFFER, slot.pixelPackBuffer);
glBufferData(GL_PIXEL_PACK_BUFFER, static_cast<GLsizeiptr>(requiredBytes), nullptr, GL_STREAM_READ);
slot.sizeBytes = requiredBytes;
slot.inFlight = false;
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
mAsyncReadbackWriteIndex = 0;
mAsyncReadbackReadIndex = 0;
return true;
}
void OpenGLRenderPipeline::ResetAsyncReadbackState()
{
FlushAsyncReadbackPipeline();
for (AsyncReadbackSlot& slot : mAsyncReadbackSlots)
slot.sizeBytes = 0;
if (mAsyncReadbackSlots[0].pixelPackBuffer != 0)
{
for (AsyncReadbackSlot& slot : mAsyncReadbackSlots)
{
if (slot.pixelPackBuffer != 0)
{
glDeleteBuffers(1, &slot.pixelPackBuffer);
slot.pixelPackBuffer = 0;
}
}
}
mAsyncReadbackWriteIndex = 0;
mAsyncReadbackReadIndex = 0;
mAsyncReadbackBytes = 0;
}
void OpenGLRenderPipeline::FlushAsyncReadbackPipeline()
{
for (AsyncReadbackSlot& slot : mAsyncReadbackSlots)
{
if (slot.fence != nullptr)
{
glDeleteSync(slot.fence);
slot.fence = nullptr;
}
slot.inFlight = false;
}
mAsyncReadbackWriteIndex = 0;
mAsyncReadbackReadIndex = 0;
}
void OpenGLRenderPipeline::QueueAsyncReadback(const VideoIOState& state)
{
const bool usePackedOutput = state.outputPixelFormat == VideoIOPixelFormat::V210 || state.outputPixelFormat == VideoIOPixelFormat::Yuva10;
const std::size_t requiredBytes = static_cast<std::size_t>(state.outputFrameRowBytes) * state.outputFrameSize.height;
const GLenum format = usePackedOutput ? GL_RGBA : GL_BGRA;
const GLenum type = usePackedOutput ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_8_8_8_8_REV;
const GLuint framebuffer = usePackedOutput ? mRenderer.OutputPackFramebuffer() : mRenderer.OutputFramebuffer();
const GLsizei readWidth = static_cast<GLsizei>(usePackedOutput ? state.outputPackTextureWidth : state.outputFrameSize.width);
const GLsizei readHeight = static_cast<GLsizei>(state.outputFrameSize.height);
if (requiredBytes == 0)
return;
if (mAsyncReadbackBytes != requiredBytes
|| mAsyncReadbackFormat != format
|| mAsyncReadbackType != type
|| mAsyncReadbackFramebuffer != framebuffer)
{
mAsyncReadbackFormat = format;
mAsyncReadbackType = type;
mAsyncReadbackFramebuffer = framebuffer;
if (!EnsureAsyncReadbackBuffers(requiredBytes))
return;
}
AsyncReadbackSlot& slot = mAsyncReadbackSlots[mAsyncReadbackWriteIndex];
if (slot.fence != nullptr)
{
glDeleteSync(slot.fence);
slot.fence = nullptr;
}
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glBindBuffer(GL_PIXEL_PACK_BUFFER, slot.pixelPackBuffer);
glBufferData(GL_PIXEL_PACK_BUFFER, static_cast<GLsizeiptr>(requiredBytes), nullptr, GL_STREAM_READ);
glReadPixels(0, 0, readWidth, readHeight, format, type, nullptr);
slot.fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
slot.inFlight = slot.fence != nullptr;
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
mAsyncReadbackWriteIndex = (mAsyncReadbackWriteIndex + 1) % mAsyncReadbackSlots.size();
}
bool OpenGLRenderPipeline::TryConsumeAsyncReadback(VideoIOOutputFrame& outputFrame, GLuint64 timeoutNanoseconds)
{
if (mAsyncReadbackBytes == 0 || outputFrame.bytes == nullptr)
return false;
AsyncReadbackSlot& slot = mAsyncReadbackSlots[mAsyncReadbackReadIndex];
if (!slot.inFlight || slot.fence == nullptr || slot.pixelPackBuffer == 0)
return false;
const GLenum waitFlags = timeoutNanoseconds > 0 ? GL_SYNC_FLUSH_COMMANDS_BIT : 0;
const GLenum waitResult = glClientWaitSync(slot.fence, waitFlags, timeoutNanoseconds);
if (waitResult != GL_ALREADY_SIGNALED && waitResult != GL_CONDITION_SATISFIED)
return false;
glDeleteSync(slot.fence);
slot.fence = nullptr;
glBindBuffer(GL_PIXEL_PACK_BUFFER, slot.pixelPackBuffer);
void* mappedBytes = glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (mappedBytes == nullptr)
{
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
slot.inFlight = false;
mAsyncReadbackReadIndex = (mAsyncReadbackReadIndex + 1) % mAsyncReadbackSlots.size();
return false;
}
std::memcpy(outputFrame.bytes, mappedBytes, slot.sizeBytes);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
slot.inFlight = false;
mAsyncReadbackReadIndex = (mAsyncReadbackReadIndex + 1) % mAsyncReadbackSlots.size();
CacheOutputFrame(outputFrame);
return true;
}
void OpenGLRenderPipeline::CacheOutputFrame(const VideoIOOutputFrame& outputFrame)
{
if (outputFrame.bytes == nullptr || outputFrame.height == 0 || outputFrame.rowBytes <= 0)
return;
const std::size_t byteCount = static_cast<std::size_t>(outputFrame.rowBytes) * outputFrame.height;
mCachedOutputFrame.resize(byteCount);
std::memcpy(mCachedOutputFrame.data(), outputFrame.bytes, byteCount);
}
void OpenGLRenderPipeline::ReadOutputFrameSynchronously(const VideoIOState& state, void* destinationBytes)
{
const bool usePackedOutput = state.outputPixelFormat == VideoIOPixelFormat::V210 || state.outputPixelFormat == VideoIOPixelFormat::Yuva10;
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
if (usePackedOutput)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputPackFramebuffer());
glReadPixels(0, 0, state.outputPackTextureWidth, state.outputFrameSize.height, GL_RGBA, GL_UNSIGNED_BYTE, destinationBytes);
}
else
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputFramebuffer());
glReadPixels(0, 0, state.outputFrameSize.width, state.outputFrameSize.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, destinationBytes);
}
}
void OpenGLRenderPipeline::ReadOutputFrame(const VideoIOState& state, VideoIOOutputFrame& outputFrame)
{
if (TryConsumeAsyncReadback(outputFrame, 500000))
{
QueueAsyncReadback(state);
return;
}
// If async readback misses the playout deadline, prefer a fresh synchronous
// frame over reusing stale cached output, then restart the async pipeline.
if (outputFrame.bytes != nullptr)
{
ReadOutputFrameSynchronously(state, outputFrame.bytes);
CacheOutputFrame(outputFrame);
}
FlushAsyncReadbackPipeline();
QueueAsyncReadback(state);
}

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@@ -1,68 +0,0 @@
#pragma once
#include "GLExtensions.h"
#include "VideoIOTypes.h"
#include <array>
#include <functional>
#include <vector>
class OpenGLRenderer;
class RuntimeHost;
struct RenderPipelineFrameContext
{
VideoIOState videoState;
VideoIOCompletion completion;
};
class OpenGLRenderPipeline
{
public:
using RenderEffectCallback = std::function<void()>;
using OutputReadyCallback = std::function<void()>;
using PaintCallback = std::function<void()>;
OpenGLRenderPipeline(
OpenGLRenderer& renderer,
RuntimeHost& runtimeHost,
RenderEffectCallback renderEffect,
OutputReadyCallback outputReady,
PaintCallback paint);
~OpenGLRenderPipeline();
bool RenderFrame(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame);
private:
struct AsyncReadbackSlot
{
GLuint pixelPackBuffer = 0;
GLsync fence = nullptr;
std::size_t sizeBytes = 0;
bool inFlight = false;
};
bool EnsureAsyncReadbackBuffers(std::size_t requiredBytes);
void ResetAsyncReadbackState();
void FlushAsyncReadbackPipeline();
void QueueAsyncReadback(const VideoIOState& state);
bool TryConsumeAsyncReadback(VideoIOOutputFrame& outputFrame, GLuint64 timeoutNanoseconds);
void CacheOutputFrame(const VideoIOOutputFrame& outputFrame);
void ReadOutputFrameSynchronously(const VideoIOState& state, void* destinationBytes);
void PackOutputFor10Bit(const VideoIOState& state);
void ReadOutputFrame(const VideoIOState& state, VideoIOOutputFrame& outputFrame);
OpenGLRenderer& mRenderer;
RuntimeHost& mRuntimeHost;
RenderEffectCallback mRenderEffect;
OutputReadyCallback mOutputReady;
PaintCallback mPaint;
std::array<AsyncReadbackSlot, 3> mAsyncReadbackSlots;
std::size_t mAsyncReadbackWriteIndex = 0;
std::size_t mAsyncReadbackReadIndex = 0;
std::size_t mAsyncReadbackBytes = 0;
GLenum mAsyncReadbackFormat = GL_BGRA;
GLenum mAsyncReadbackType = GL_UNSIGNED_INT_8_8_8_8_REV;
GLuint mAsyncReadbackFramebuffer = 0;
std::vector<unsigned char> mCachedOutputFrame;
};

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#include "OpenGLVideoIOBridge.h"
#include "HealthTelemetry.h"
#include "RenderEngine.h"
#include <chrono>
OpenGLVideoIOBridge::OpenGLVideoIOBridge(
VideoIODevice& videoIO,
RenderEngine& renderEngine,
HealthTelemetry& healthTelemetry) :
mVideoIO(videoIO),
mRenderEngine(renderEngine),
mHealthTelemetry(healthTelemetry)
{
}
void OpenGLVideoIOBridge::RecordFramePacing(VideoIOCompletionResult completionResult)
{
const auto now = std::chrono::steady_clock::now();
if (mLastPlayoutCompletionTime != std::chrono::steady_clock::time_point())
{
mCompletionIntervalMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(now - mLastPlayoutCompletionTime).count();
if (mSmoothedCompletionIntervalMilliseconds <= 0.0)
mSmoothedCompletionIntervalMilliseconds = mCompletionIntervalMilliseconds;
else
mSmoothedCompletionIntervalMilliseconds = mSmoothedCompletionIntervalMilliseconds * 0.9 + mCompletionIntervalMilliseconds * 0.1;
if (mCompletionIntervalMilliseconds > mMaxCompletionIntervalMilliseconds)
mMaxCompletionIntervalMilliseconds = mCompletionIntervalMilliseconds;
}
mLastPlayoutCompletionTime = now;
if (completionResult == VideoIOCompletionResult::DisplayedLate)
++mLateFrameCount;
else if (completionResult == VideoIOCompletionResult::Dropped)
++mDroppedFrameCount;
else if (completionResult == VideoIOCompletionResult::Flushed)
++mFlushedFrameCount;
mHealthTelemetry.TryRecordFramePacingStats(
mCompletionIntervalMilliseconds,
mSmoothedCompletionIntervalMilliseconds,
mMaxCompletionIntervalMilliseconds,
mLateFrameCount,
mDroppedFrameCount,
mFlushedFrameCount);
}
void OpenGLVideoIOBridge::VideoFrameArrived(const VideoIOFrame& inputFrame)
{
const VideoIOState& state = mVideoIO.State();
mHealthTelemetry.TryReportSignalStatus(!inputFrame.hasNoInputSource, state.inputFrameSize.width, state.inputFrameSize.height, state.inputDisplayModeName);
if (inputFrame.hasNoInputSource || inputFrame.bytes == nullptr)
return; // don't transfer texture when there's no input
mRenderEngine.TryUploadInputFrame(inputFrame, state);
}
void OpenGLVideoIOBridge::PlayoutFrameCompleted(const VideoIOCompletion& completion)
{
RecordFramePacing(completion.result);
VideoIOOutputFrame outputFrame;
if (!mVideoIO.BeginOutputFrame(outputFrame))
return;
const VideoIOState& state = mVideoIO.State();
RenderPipelineFrameContext frameContext;
frameContext.videoState = state;
frameContext.completion = completion;
mRenderEngine.RenderOutputFrame(frameContext, outputFrame);
mVideoIO.EndOutputFrame(outputFrame);
mVideoIO.AccountForCompletionResult(completion.result);
// Schedule the next frame for playout after the GL bridge is released so
// input uploads are not blocked by non-GL output bookkeeping.
mVideoIO.ScheduleOutputFrame(outputFrame);
}

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#pragma once
#include "OpenGLRenderPipeline.h"
#include <chrono>
#include <cstdint>
class HealthTelemetry;
class RenderEngine;
class OpenGLVideoIOBridge
{
public:
OpenGLVideoIOBridge(
VideoIODevice& videoIO,
RenderEngine& renderEngine,
HealthTelemetry& healthTelemetry);
void VideoFrameArrived(const VideoIOFrame& inputFrame);
void PlayoutFrameCompleted(const VideoIOCompletion& completion);
private:
void RecordFramePacing(VideoIOCompletionResult completionResult);
VideoIODevice& mVideoIO;
RenderEngine& mRenderEngine;
HealthTelemetry& mHealthTelemetry;
std::chrono::steady_clock::time_point mLastPlayoutCompletionTime;
double mCompletionIntervalMilliseconds = 0.0;
double mSmoothedCompletionIntervalMilliseconds = 0.0;
double mMaxCompletionIntervalMilliseconds = 0.0;
uint64_t mLateFrameCount = 0;
uint64_t mDroppedFrameCount = 0;
uint64_t mFlushedFrameCount = 0;
};

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@@ -1,137 +0,0 @@
#include "PngScreenshotWriter.h"
#include <windows.h>
#include <wincodec.h>
#include <atlbase.h>
#include <sstream>
#include <thread>
namespace
{
std::string HResultToString(HRESULT hr)
{
std::ostringstream stream;
stream << "HRESULT 0x" << std::hex << static_cast<unsigned long>(hr);
return stream.str();
}
bool WritePngFile(
const std::filesystem::path& outputPath,
unsigned width,
unsigned height,
const std::vector<unsigned char>& bgraPixels,
std::string& error)
{
if (width == 0 || height == 0 || bgraPixels.size() < static_cast<std::size_t>(width) * height * 4)
{
error = "Invalid screenshot dimensions or pixel buffer.";
return false;
}
HRESULT initializeResult = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
const bool shouldUninitialize = SUCCEEDED(initializeResult);
if (FAILED(initializeResult) && initializeResult != RPC_E_CHANGED_MODE)
{
error = "CoInitializeEx failed: " + HResultToString(initializeResult);
return false;
}
CComPtr<IWICImagingFactory> factory;
HRESULT result = CoCreateInstance(
CLSID_WICImagingFactory,
nullptr,
CLSCTX_INPROC_SERVER,
IID_PPV_ARGS(&factory));
if (FAILED(result))
{
error = "Could not create WIC imaging factory: " + HResultToString(result);
if (shouldUninitialize)
CoUninitialize();
return false;
}
CComPtr<IWICStream> stream;
result = factory->CreateStream(&stream);
if (SUCCEEDED(result))
result = stream->InitializeFromFilename(outputPath.wstring().c_str(), GENERIC_WRITE);
if (FAILED(result))
{
error = "Could not open screenshot output file: " + HResultToString(result);
if (shouldUninitialize)
CoUninitialize();
return false;
}
CComPtr<IWICBitmapEncoder> encoder;
result = factory->CreateEncoder(GUID_ContainerFormatPng, nullptr, &encoder);
if (SUCCEEDED(result))
result = encoder->Initialize(stream, WICBitmapEncoderNoCache);
if (FAILED(result))
{
error = "Could not initialize PNG encoder: " + HResultToString(result);
if (shouldUninitialize)
CoUninitialize();
return false;
}
CComPtr<IWICBitmapFrameEncode> frame;
CComPtr<IPropertyBag2> propertyBag;
result = encoder->CreateNewFrame(&frame, &propertyBag);
if (SUCCEEDED(result))
result = frame->Initialize(propertyBag);
if (SUCCEEDED(result))
result = frame->SetSize(width, height);
WICPixelFormatGUID pixelFormat = GUID_WICPixelFormat32bppBGRA;
if (SUCCEEDED(result))
result = frame->SetPixelFormat(&pixelFormat);
if (SUCCEEDED(result) && pixelFormat != GUID_WICPixelFormat32bppBGRA)
{
error = "PNG encoder did not accept BGRA pixel format.";
result = E_FAIL;
}
const UINT stride = width * 4;
const UINT imageSize = stride * height;
if (SUCCEEDED(result))
result = frame->WritePixels(height, stride, imageSize, const_cast<BYTE*>(bgraPixels.data()));
if (SUCCEEDED(result))
result = frame->Commit();
if (SUCCEEDED(result))
result = encoder->Commit();
if (shouldUninitialize)
CoUninitialize();
if (FAILED(result))
{
error = "Could not write screenshot PNG: " + HResultToString(result);
std::error_code ignored;
std::filesystem::remove(outputPath, ignored);
return false;
}
return true;
}
}
void WritePngFileAsync(
const std::filesystem::path& outputPath,
unsigned width,
unsigned height,
std::vector<unsigned char> rgbaPixels)
{
std::thread(
[outputPath, width, height, pixels = std::move(rgbaPixels)]() mutable
{
for (std::size_t index = 0; index + 3 < pixels.size(); index += 4)
std::swap(pixels[index], pixels[index + 2]);
std::string error;
if (!WritePngFile(outputPath, width, height, pixels, error))
OutputDebugStringA(("Screenshot write failed: " + error + "\n").c_str());
else
OutputDebugStringA(("Screenshot written: " + outputPath.string() + "\n").c_str());
}).detach();
}

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@@ -1,12 +0,0 @@
#pragma once
#include <filesystem>
#include <string>
#include <vector>
void WritePngFileAsync(
const std::filesystem::path& outputPath,
unsigned width,
unsigned height,
std::vector<unsigned char> rgbaPixels);

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@@ -1,41 +0,0 @@
#pragma once
#include "OpenGLRenderer.h"
#include "ShaderTypes.h"
#include <gl/gl.h>
#include <cstddef>
#include <string>
enum class RenderPassKind
{
LayerEffect
};
enum class RenderPassOutputTarget
{
Temporary,
LayerTemp,
Composite
};
struct RenderPassDescriptor
{
RenderPassKind kind = RenderPassKind::LayerEffect;
RenderPassOutputTarget outputTarget = RenderPassOutputTarget::Composite;
std::size_t passIndex = 0;
std::string passId;
std::string layerId;
std::string shaderId;
GLuint layerInputTexture = 0;
GLuint sourceTexture = 0;
GLuint sourceFramebuffer = 0;
GLuint destinationTexture = 0;
GLuint destinationFramebuffer = 0;
OpenGLRenderer::LayerProgram* layerProgram = nullptr;
OpenGLRenderer::LayerProgram::PassProgram* passProgram = nullptr;
const RuntimeRenderState* layerState = nullptr;
bool capturePreLayerHistory = false;
bool captureFeedbackWrite = false;
};

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@@ -1,202 +0,0 @@
#include "ShaderFeedbackBuffers.h"
#include <set>
namespace
{
void ConfigureFeedbackTexture(unsigned frameWidth, unsigned frameHeight)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, frameWidth, frameHeight, 0, GL_RGBA, GL_FLOAT, NULL);
}
}
bool ShaderFeedbackBuffers::EnsureResources(const std::vector<RuntimeRenderState>& layerStates, unsigned frameWidth, unsigned frameHeight, std::string& error)
{
if (!EnsureZeroTexture())
{
error = "Failed to initialize shader feedback fallback texture.";
return false;
}
std::set<std::string> requiredLayerIds;
for (const RuntimeRenderState& state : layerStates)
{
if (!state.feedback.enabled)
continue;
requiredLayerIds.insert(state.layerId);
auto surfaceIt = mSurfacesByLayerId.find(state.layerId);
if (surfaceIt == mSurfacesByLayerId.end() ||
surfaceIt->second.width != frameWidth ||
surfaceIt->second.height != frameHeight)
{
Surface replacement;
if (!CreateSurface(replacement, frameWidth, frameHeight, error))
return false;
mSurfacesByLayerId[state.layerId] = std::move(replacement);
}
}
for (auto it = mSurfacesByLayerId.begin(); it != mSurfacesByLayerId.end();)
{
if (requiredLayerIds.find(it->first) == requiredLayerIds.end())
{
DestroySurface(it->second);
it = mSurfacesByLayerId.erase(it);
}
else
{
++it;
}
}
return true;
}
void ShaderFeedbackBuffers::DestroyResources()
{
for (auto& entry : mSurfacesByLayerId)
DestroySurface(entry.second);
mSurfacesByLayerId.clear();
if (mZeroTexture != 0)
{
glDeleteTextures(1, &mZeroTexture);
mZeroTexture = 0;
}
}
void ShaderFeedbackBuffers::ResetState()
{
for (auto& entry : mSurfacesByLayerId)
ClearSurfaceState(entry.second);
}
GLuint ShaderFeedbackBuffers::ResolveReadTexture(const RuntimeRenderState& state) const
{
if (!state.feedback.enabled)
return mZeroTexture;
auto surfaceIt = mSurfacesByLayerId.find(state.layerId);
if (surfaceIt == mSurfacesByLayerId.end() || !surfaceIt->second.hasData)
return mZeroTexture;
return surfaceIt->second.slots[surfaceIt->second.readIndex].texture != 0
? surfaceIt->second.slots[surfaceIt->second.readIndex].texture
: mZeroTexture;
}
bool ShaderFeedbackBuffers::FeedbackAvailable(const RuntimeRenderState& state) const
{
if (!state.feedback.enabled)
return false;
auto surfaceIt = mSurfacesByLayerId.find(state.layerId);
return surfaceIt != mSurfacesByLayerId.end() && surfaceIt->second.hasData;
}
void ShaderFeedbackBuffers::CaptureFeedbackFramebuffer(const std::string& layerId, GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight)
{
auto surfaceIt = mSurfacesByLayerId.find(layerId);
if (surfaceIt == mSurfacesByLayerId.end())
return;
Surface& surface = surfaceIt->second;
const unsigned writeIndex = 1u - surface.readIndex;
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, surface.slots[writeIndex].framebuffer);
glBlitFramebuffer(0, 0, frameWidth, frameHeight, 0, 0, frameWidth, frameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
surface.pendingWrite = true;
}
void ShaderFeedbackBuffers::FinalizeFrame()
{
for (auto& entry : mSurfacesByLayerId)
{
Surface& surface = entry.second;
if (!surface.pendingWrite)
continue;
surface.readIndex = 1u - surface.readIndex;
surface.hasData = true;
surface.pendingWrite = false;
}
}
bool ShaderFeedbackBuffers::EnsureZeroTexture()
{
if (mZeroTexture != 0)
return true;
glGenTextures(1, &mZeroTexture);
glBindTexture(GL_TEXTURE_2D, mZeroTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
const float zeroPixel[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, 1, 1, 0, GL_RGBA, GL_FLOAT, zeroPixel);
glBindTexture(GL_TEXTURE_2D, 0);
return mZeroTexture != 0;
}
bool ShaderFeedbackBuffers::CreateSurface(Surface& surface, unsigned frameWidth, unsigned frameHeight, std::string& error)
{
DestroySurface(surface);
surface.width = frameWidth;
surface.height = frameHeight;
for (Slot& slot : surface.slots)
{
glGenTextures(1, &slot.texture);
glBindTexture(GL_TEXTURE_2D, slot.texture);
ConfigureFeedbackTexture(frameWidth, frameHeight);
glGenFramebuffers(1, &slot.framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, slot.framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, slot.texture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
error = "Failed to initialize a shader feedback framebuffer.";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
DestroySurface(surface);
return false;
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
ClearSurfaceState(surface);
return true;
}
void ShaderFeedbackBuffers::DestroySurface(Surface& surface)
{
for (Slot& slot : surface.slots)
{
if (slot.framebuffer != 0)
glDeleteFramebuffers(1, &slot.framebuffer);
if (slot.texture != 0)
glDeleteTextures(1, &slot.texture);
slot.framebuffer = 0;
slot.texture = 0;
}
surface.width = 0;
surface.height = 0;
surface.readIndex = 0;
surface.hasData = false;
surface.pendingWrite = false;
}
void ShaderFeedbackBuffers::ClearSurfaceState(Surface& surface)
{
surface.readIndex = 0;
surface.hasData = false;
surface.pendingWrite = false;
}

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@@ -1,46 +0,0 @@
#pragma once
#include "GLExtensions.h"
#include "ShaderTypes.h"
#include <map>
#include <string>
#include <vector>
class ShaderFeedbackBuffers
{
public:
struct Slot
{
GLuint texture = 0;
GLuint framebuffer = 0;
};
struct Surface
{
Slot slots[2];
unsigned width = 0;
unsigned height = 0;
unsigned readIndex = 0;
bool hasData = false;
bool pendingWrite = false;
};
bool EnsureResources(const std::vector<RuntimeRenderState>& layerStates, unsigned frameWidth, unsigned frameHeight, std::string& error);
void DestroyResources();
void ResetState();
GLuint ResolveReadTexture(const RuntimeRenderState& state) const;
bool FeedbackAvailable(const RuntimeRenderState& state) const;
void CaptureFeedbackFramebuffer(const std::string& layerId, GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight);
void FinalizeFrame();
private:
bool EnsureZeroTexture();
bool CreateSurface(Surface& surface, unsigned frameWidth, unsigned frameHeight, std::string& error);
void DestroySurface(Surface& surface);
void ClearSurfaceState(Surface& surface);
private:
std::map<std::string, Surface> mSurfacesByLayerId;
GLuint mZeroTexture = 0;
};

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@@ -1,261 +0,0 @@
#include "TemporalHistoryBuffers.h"
#include "GlRenderConstants.h"
#include "ShaderTypes.h"
#include <algorithm>
#include <sstream>
#include <set>
bool TemporalHistoryBuffers::ValidateTextureUnitBudget(const std::vector<RuntimeRenderState>& layerStates, unsigned historyCap, std::string& error) const
{
unsigned requiredUnits = kSourceHistoryTextureUnitBase;
for (const RuntimeRenderState& state : layerStates)
{
unsigned textTextureCount = 0;
for (const ShaderParameterDefinition& definition : state.parameterDefinitions)
{
if (definition.type == ShaderParameterType::Text)
++textTextureCount;
}
const unsigned totalShaderTextures = static_cast<unsigned>(state.textureAssets.size()) + textTextureCount;
const unsigned feedbackTextureCount = state.feedback.enabled ? 1u : 0u;
const unsigned layerRequiredUnits = kSourceHistoryTextureUnitBase + (state.isTemporal ? historyCap + historyCap : 0u) + feedbackTextureCount + totalShaderTextures;
if (layerRequiredUnits > requiredUnits)
requiredUnits = layerRequiredUnits;
}
GLint maxTextureUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
const unsigned availableUnits = maxTextureUnits > 0 ? static_cast<unsigned>(maxTextureUnits) : 0u;
if (requiredUnits > availableUnits)
{
std::ostringstream message;
message << "The current history and shader texture asset configuration requires " << requiredUnits
<< " fragment texture units, but only " << maxTextureUnits << " are available.";
error = message.str();
return false;
}
return true;
}
bool TemporalHistoryBuffers::EnsureResources(const std::vector<RuntimeRenderState>& layerStates, unsigned historyCap, unsigned frameWidth, unsigned frameHeight, std::string& error)
{
const bool sourceHistoryNeeded = std::any_of(layerStates.begin(), layerStates.end(),
[](const RuntimeRenderState& state) { return state.isTemporal && state.effectiveTemporalHistoryLength > 0; });
const unsigned sourceHistoryLength = sourceHistoryNeeded ? historyCap : 0;
if (sourceHistoryRing.effectiveLength != sourceHistoryLength)
{
if (!CreateRing(sourceHistoryRing, sourceHistoryLength, TemporalHistorySource::Source, frameWidth, frameHeight, error))
return false;
mNeedsReset = true;
}
std::set<std::string> requiredPreLayerIds;
for (const RuntimeRenderState& state : layerStates)
{
if (!state.isTemporal || state.temporalHistorySource != TemporalHistorySource::PreLayerInput)
continue;
requiredPreLayerIds.insert(state.layerId);
auto historyIt = preLayerHistoryByLayerId.find(state.layerId);
if (historyIt == preLayerHistoryByLayerId.end() || historyIt->second.effectiveLength != state.effectiveTemporalHistoryLength)
{
Ring replacement;
if (!CreateRing(replacement, state.effectiveTemporalHistoryLength, TemporalHistorySource::PreLayerInput, frameWidth, frameHeight, error))
return false;
preLayerHistoryByLayerId[state.layerId] = std::move(replacement);
mNeedsReset = true;
}
}
for (auto it = preLayerHistoryByLayerId.begin(); it != preLayerHistoryByLayerId.end();)
{
if (requiredPreLayerIds.find(it->first) == requiredPreLayerIds.end())
{
DestroyRing(it->second);
it = preLayerHistoryByLayerId.erase(it);
mNeedsReset = true;
}
else
{
++it;
}
}
if (mNeedsReset)
ResetState();
return true;
}
bool TemporalHistoryBuffers::CreateRing(Ring& ring, unsigned effectiveLength, TemporalHistorySource historySource, unsigned frameWidth, unsigned frameHeight, std::string& error)
{
DestroyRing(ring);
ring.effectiveLength = effectiveLength;
ring.historySource = historySource;
if (effectiveLength == 0)
return true;
ring.slots.resize(effectiveLength);
for (Slot& slot : ring.slots)
{
glGenTextures(1, &slot.texture);
glBindTexture(GL_TEXTURE_2D, slot.texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, frameWidth, frameHeight, 0, GL_RGBA, GL_FLOAT, NULL);
glGenFramebuffers(1, &slot.framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, slot.framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, slot.texture, 0);
const GLenum framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE)
{
error = "Failed to initialize a temporal history framebuffer.";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
DestroyRing(ring);
return false;
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void TemporalHistoryBuffers::DestroyRing(Ring& ring)
{
for (Slot& slot : ring.slots)
{
if (slot.framebuffer != 0)
glDeleteFramebuffers(1, &slot.framebuffer);
if (slot.texture != 0)
glDeleteTextures(1, &slot.texture);
slot.framebuffer = 0;
slot.texture = 0;
}
ring.slots.clear();
ring.nextWriteIndex = 0;
ring.filledCount = 0;
ring.effectiveLength = 0;
ring.historySource = TemporalHistorySource::None;
}
void TemporalHistoryBuffers::DestroyResources()
{
DestroyRing(sourceHistoryRing);
for (auto& historyEntry : preLayerHistoryByLayerId)
DestroyRing(historyEntry.second);
preLayerHistoryByLayerId.clear();
mNeedsReset = true;
}
void TemporalHistoryBuffers::ResetState()
{
sourceHistoryRing.nextWriteIndex = 0;
sourceHistoryRing.filledCount = 0;
for (auto& historyEntry : preLayerHistoryByLayerId)
{
historyEntry.second.nextWriteIndex = 0;
historyEntry.second.filledCount = 0;
}
mNeedsReset = false;
}
void TemporalHistoryBuffers::PushFramebuffer(GLuint sourceFramebuffer, Ring& ring, unsigned frameWidth, unsigned frameHeight)
{
if (ring.effectiveLength == 0 || ring.slots.empty())
return;
Slot& targetSlot = ring.slots[ring.nextWriteIndex];
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetSlot.framebuffer);
glBlitFramebuffer(0, 0, frameWidth, frameHeight, 0, 0, frameWidth, frameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
ring.nextWriteIndex = (ring.nextWriteIndex + 1) % ring.slots.size();
ring.filledCount = std::min<std::size_t>(ring.filledCount + 1, ring.slots.size());
}
void TemporalHistoryBuffers::PushSourceFramebuffer(GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight)
{
PushFramebuffer(sourceFramebuffer, sourceHistoryRing, frameWidth, frameHeight);
}
void TemporalHistoryBuffers::PushPreLayerFramebuffer(const std::string& layerId, GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight)
{
auto historyIt = preLayerHistoryByLayerId.find(layerId);
if (historyIt != preLayerHistoryByLayerId.end())
PushFramebuffer(sourceFramebuffer, historyIt->second, frameWidth, frameHeight);
}
void TemporalHistoryBuffers::BindSamplers(const RuntimeRenderState& state, GLuint currentSourceTexture, unsigned historyCap)
{
for (unsigned index = 0; index < historyCap; ++index)
{
glActiveTexture(GL_TEXTURE0 + kSourceHistoryTextureUnitBase + index);
glBindTexture(GL_TEXTURE_2D, ResolveTexture(sourceHistoryRing, currentSourceTexture, index));
}
const GLuint temporalBase = kSourceHistoryTextureUnitBase + historyCap;
const Ring* temporalRing = nullptr;
auto it = preLayerHistoryByLayerId.find(state.layerId);
if (it != preLayerHistoryByLayerId.end())
temporalRing = &it->second;
for (unsigned index = 0; index < historyCap; ++index)
{
glActiveTexture(GL_TEXTURE0 + temporalBase + index);
glBindTexture(GL_TEXTURE_2D, temporalRing ? ResolveTexture(*temporalRing, currentSourceTexture, index) : currentSourceTexture);
}
glActiveTexture(GL_TEXTURE0);
}
std::vector<GLuint> TemporalHistoryBuffers::ResolveSourceHistoryTextures(GLuint fallbackTexture, unsigned historyCap) const
{
std::vector<GLuint> textures;
textures.reserve(historyCap);
for (unsigned index = 0; index < historyCap; ++index)
textures.push_back(ResolveTexture(sourceHistoryRing, fallbackTexture, index));
return textures;
}
std::vector<GLuint> TemporalHistoryBuffers::ResolveTemporalHistoryTextures(const RuntimeRenderState& state, GLuint fallbackTexture, unsigned historyCap) const
{
const Ring* temporalRing = nullptr;
auto it = preLayerHistoryByLayerId.find(state.layerId);
if (it != preLayerHistoryByLayerId.end())
temporalRing = &it->second;
std::vector<GLuint> textures;
textures.reserve(historyCap);
for (unsigned index = 0; index < historyCap; ++index)
textures.push_back(temporalRing ? ResolveTexture(*temporalRing, fallbackTexture, index) : fallbackTexture);
return textures;
}
GLuint TemporalHistoryBuffers::ResolveTexture(const Ring& ring, GLuint fallbackTexture, std::size_t framesAgo) const
{
if (ring.filledCount == 0 || ring.slots.empty())
return fallbackTexture;
const std::size_t clampedOffset = std::min<std::size_t>(framesAgo, ring.filledCount - 1);
const std::size_t newestIndex = (ring.nextWriteIndex + ring.slots.size() - 1) % ring.slots.size();
const std::size_t slotIndex = (newestIndex + ring.slots.size() - clampedOffset) % ring.slots.size();
return ring.slots[slotIndex].texture != 0 ? ring.slots[slotIndex].texture : fallbackTexture;
}
unsigned TemporalHistoryBuffers::SourceAvailableCount() const
{
return static_cast<unsigned>(sourceHistoryRing.filledCount);
}
unsigned TemporalHistoryBuffers::AvailableCountForLayer(const std::string& layerId) const
{
auto it = preLayerHistoryByLayerId.find(layerId);
if (it == preLayerHistoryByLayerId.end())
return 0;
return static_cast<unsigned>(it->second.filledCount);
}

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@@ -1,53 +0,0 @@
#pragma once
#include "GLExtensions.h"
#include "ShaderTypes.h"
#include <windows.h>
#include <gl/gl.h>
#include <map>
#include <string>
#include <vector>
struct RuntimeRenderState;
class TemporalHistoryBuffers
{
public:
struct Slot
{
GLuint texture = 0;
GLuint framebuffer = 0;
};
struct Ring
{
std::vector<Slot> slots;
std::size_t nextWriteIndex = 0;
std::size_t filledCount = 0;
unsigned effectiveLength = 0;
TemporalHistorySource historySource = TemporalHistorySource::None;
};
bool ValidateTextureUnitBudget(const std::vector<RuntimeRenderState>& layerStates, unsigned historyCap, std::string& error) const;
bool EnsureResources(const std::vector<RuntimeRenderState>& layerStates, unsigned historyCap, unsigned frameWidth, unsigned frameHeight, std::string& error);
bool CreateRing(Ring& ring, unsigned effectiveLength, TemporalHistorySource historySource, unsigned frameWidth, unsigned frameHeight, std::string& error);
void DestroyRing(Ring& ring);
void DestroyResources();
void ResetState();
void PushFramebuffer(GLuint sourceFramebuffer, Ring& ring, unsigned frameWidth, unsigned frameHeight);
void PushSourceFramebuffer(GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight);
void PushPreLayerFramebuffer(const std::string& layerId, GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight);
void BindSamplers(const RuntimeRenderState& state, GLuint currentSourceTexture, unsigned historyCap);
std::vector<GLuint> ResolveSourceHistoryTextures(GLuint fallbackTexture, unsigned historyCap) const;
std::vector<GLuint> ResolveTemporalHistoryTextures(const RuntimeRenderState& state, GLuint fallbackTexture, unsigned historyCap) const;
GLuint ResolveTexture(const Ring& ring, GLuint fallbackTexture, std::size_t framesAgo) const;
unsigned SourceAvailableCount() const;
unsigned AvailableCountForLayer(const std::string& layerId) const;
private:
Ring sourceHistoryRing;
std::map<std::string, Ring> preLayerHistoryByLayerId;
bool mNeedsReset = true;
};

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@@ -1,10 +0,0 @@
#pragma once
#include <gl/gl.h>
constexpr GLuint kLayerInputTextureUnit = 0;
constexpr GLuint kDecodedVideoTextureUnit = 1;
constexpr GLuint kSourceHistoryTextureUnitBase = 2;
constexpr GLuint kPackedVideoTextureUnit = 2;
constexpr GLuint kGlobalParamsBindingPoint = 0;
constexpr unsigned kPrerollFrameCount = 12;

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@@ -1,57 +0,0 @@
#pragma once
#include <gl/gl.h>
class ScopedGlShader
{
public:
explicit ScopedGlShader(GLuint shader = 0) : mShader(shader) {}
~ScopedGlShader() { reset(); }
ScopedGlShader(const ScopedGlShader&) = delete;
ScopedGlShader& operator=(const ScopedGlShader&) = delete;
GLuint get() const { return mShader; }
GLuint release()
{
GLuint shader = mShader;
mShader = 0;
return shader;
}
void reset(GLuint shader = 0)
{
if (mShader != 0)
glDeleteShader(mShader);
mShader = shader;
}
private:
GLuint mShader;
};
class ScopedGlProgram
{
public:
explicit ScopedGlProgram(GLuint program = 0) : mProgram(program) {}
~ScopedGlProgram() { reset(); }
ScopedGlProgram(const ScopedGlProgram&) = delete;
ScopedGlProgram& operator=(const ScopedGlProgram&) = delete;
GLuint get() const { return mProgram; }
GLuint release()
{
GLuint program = mProgram;
mProgram = 0;
return program;
}
void reset(GLuint program = 0)
{
if (mProgram != 0)
glDeleteProgram(mProgram);
mProgram = program;
}
private:
GLuint mProgram;
};

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@@ -1,268 +0,0 @@
#include "OpenGLRenderer.h"
#include "GlRenderConstants.h"
namespace
{
void ConfigureByteFrameTexture(unsigned width, unsigned height)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
}
bool OpenGLRenderer::InitializeResources(unsigned inputFrameWidth, unsigned inputFrameHeight, unsigned captureTextureWidth, unsigned outputFrameWidth, unsigned outputFrameHeight, unsigned outputPackTextureWidth, std::string& error)
{
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glDisable(GL_DEPTH_TEST);
glGenBuffers(1, &mTextureUploadBuffer);
glGenTextures(1, &mCaptureTexture);
glBindTexture(GL_TEXTURE_2D, mCaptureTexture);
ConfigureByteFrameTexture(captureTextureWidth, inputFrameHeight);
glBindTexture(GL_TEXTURE_2D, 0);
glGenRenderbuffers(1, &mIdColorBuf);
glGenRenderbuffers(1, &mIdDepthBuf);
glGenVertexArrays(1, &mFullscreenVAO);
glGenBuffers(1, &mGlobalParamsUBO);
if (!mRenderTargets.Create(RenderTargetId::Decoded, inputFrameWidth, inputFrameHeight, GL_RGBA16F, GL_RGBA, GL_FLOAT, "decode", error))
return false;
if (!mRenderTargets.Create(RenderTargetId::LayerTemp, inputFrameWidth, inputFrameHeight, GL_RGBA16F, GL_RGBA, GL_FLOAT, "layer", error))
return false;
if (!mRenderTargets.Create(RenderTargetId::Composite, inputFrameWidth, inputFrameHeight, GL_RGBA16F, GL_RGBA, GL_FLOAT, "composite", error))
return false;
glBindFramebuffer(GL_FRAMEBUFFER, CompositeFramebuffer());
glBindRenderbuffer(GL_RENDERBUFFER, mIdDepthBuf);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, inputFrameWidth, inputFrameHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER, mIdDepthBuf);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
error = "Cannot initialize framebuffer.";
return false;
}
if (!mRenderTargets.Create(RenderTargetId::Output, outputFrameWidth, outputFrameHeight, GL_RGBA16F, GL_RGBA, GL_FLOAT, "output", error))
return false;
if (!mRenderTargets.Create(RenderTargetId::OutputPack, outputPackTextureWidth, outputFrameHeight, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, "output pack", error))
return false;
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(mFullscreenVAO);
glBindVertexArray(0);
glBindBuffer(GL_UNIFORM_BUFFER, mGlobalParamsUBO);
glBufferData(GL_UNIFORM_BUFFER, 1024, NULL, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, kGlobalParamsBindingPoint, mGlobalParamsUBO);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
mResourcesInitialized = true;
return true;
}
void OpenGLRenderer::SetDecodeShaderProgram(GLuint program, GLuint vertexShader, GLuint fragmentShader)
{
mDecodeProgram = program;
mDecodeVertexShader = vertexShader;
mDecodeFragmentShader = fragmentShader;
mDecodePackedResolutionLocation = program != 0 ? glGetUniformLocation(program, "uPackedVideoResolution") : -1;
mDecodeDecodedResolutionLocation = program != 0 ? glGetUniformLocation(program, "uDecodedVideoResolution") : -1;
mDecodeInputPixelFormatLocation = program != 0 ? glGetUniformLocation(program, "uInputPixelFormat") : -1;
}
void OpenGLRenderer::SetOutputPackShaderProgram(GLuint program, GLuint vertexShader, GLuint fragmentShader)
{
mOutputPackProgram = program;
mOutputPackVertexShader = vertexShader;
mOutputPackFragmentShader = fragmentShader;
mOutputPackResolutionLocation = program != 0 ? glGetUniformLocation(program, "uOutputVideoResolution") : -1;
mOutputPackActiveWordsLocation = program != 0 ? glGetUniformLocation(program, "uActiveV210Words") : -1;
mOutputPackFormatLocation = program != 0 ? glGetUniformLocation(program, "uOutputPackFormat") : -1;
}
bool OpenGLRenderer::ReserveTemporaryRenderTargets(std::size_t count, unsigned width, unsigned height, std::string& error)
{
return mRenderTargets.ReserveTemporaryTargets(count, width, height, GL_RGBA16F, GL_RGBA, GL_FLOAT, error);
}
void OpenGLRenderer::ResizeView(int width, int height)
{
mViewWidth = width;
mViewHeight = height;
}
void OpenGLRenderer::PresentToWindow(HDC hdc, unsigned outputFrameWidth, unsigned outputFrameHeight)
{
int destWidth = mViewWidth;
int destHeight = mViewHeight;
int destX = 0;
int destY = 0;
if (outputFrameWidth > 0 && outputFrameHeight > 0 && mViewWidth > 0 && mViewHeight > 0)
{
const double frameAspect = static_cast<double>(outputFrameWidth) / static_cast<double>(outputFrameHeight);
const double viewAspect = static_cast<double>(mViewWidth) / static_cast<double>(mViewHeight);
if (viewAspect > frameAspect)
{
destHeight = mViewHeight;
destWidth = static_cast<int>(destHeight * frameAspect + 0.5);
destX = (mViewWidth - destWidth) / 2;
}
else
{
destWidth = mViewWidth;
destHeight = static_cast<int>(destWidth / frameAspect + 0.5);
destY = (mViewHeight - destHeight) / 2;
}
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, OutputFramebuffer());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, mViewWidth, mViewHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, outputFrameWidth, outputFrameHeight, destX, destY, destX + destWidth, destY + destHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
SwapBuffers(hdc);
}
void OpenGLRenderer::DestroyResources()
{
if (mFullscreenVAO != 0)
glDeleteVertexArrays(1, &mFullscreenVAO);
if (mGlobalParamsUBO != 0)
glDeleteBuffers(1, &mGlobalParamsUBO);
if (mIdColorBuf != 0)
glDeleteRenderbuffers(1, &mIdColorBuf);
if (mIdDepthBuf != 0)
glDeleteRenderbuffers(1, &mIdDepthBuf);
if (mCaptureTexture != 0)
glDeleteTextures(1, &mCaptureTexture);
if (mTextureUploadBuffer != 0)
glDeleteBuffers(1, &mTextureUploadBuffer);
mRenderTargets.Destroy();
mFullscreenVAO = 0;
mGlobalParamsUBO = 0;
mIdColorBuf = 0;
mIdDepthBuf = 0;
mCaptureTexture = 0;
mTextureUploadBuffer = 0;
mGlobalParamsUBOSize = 0;
mResourcesInitialized = false;
mTemporalHistory.DestroyResources();
mFeedbackBuffers.DestroyResources();
DestroyLayerPrograms();
DestroyDecodeShaderProgram();
DestroyOutputPackShaderProgram();
}
void OpenGLRenderer::DestroySingleLayerProgram(LayerProgram& layerProgram)
{
for (LayerProgram::PassProgram& passProgram : layerProgram.passes)
{
for (LayerProgram::TextureBinding& binding : passProgram.textureBindings)
{
if (binding.texture != 0)
{
glDeleteTextures(1, &binding.texture);
binding.texture = 0;
}
}
passProgram.textureBindings.clear();
for (LayerProgram::TextBinding& binding : passProgram.textBindings)
{
if (binding.texture != 0)
{
glDeleteTextures(1, &binding.texture);
binding.texture = 0;
}
}
passProgram.textBindings.clear();
if (passProgram.program != 0)
{
glDeleteProgram(passProgram.program);
passProgram.program = 0;
}
if (passProgram.fragmentShader != 0)
{
glDeleteShader(passProgram.fragmentShader);
passProgram.fragmentShader = 0;
}
if (passProgram.vertexShader != 0)
{
glDeleteShader(passProgram.vertexShader);
passProgram.vertexShader = 0;
}
}
layerProgram.passes.clear();
}
void OpenGLRenderer::DestroyLayerPrograms()
{
for (LayerProgram& layerProgram : mLayerPrograms)
DestroySingleLayerProgram(layerProgram);
mLayerPrograms.clear();
}
void OpenGLRenderer::DestroyDecodeShaderProgram()
{
if (mDecodeProgram != 0)
{
glDeleteProgram(mDecodeProgram);
mDecodeProgram = 0;
}
mDecodePackedResolutionLocation = -1;
mDecodeDecodedResolutionLocation = -1;
mDecodeInputPixelFormatLocation = -1;
if (mDecodeFragmentShader != 0)
{
glDeleteShader(mDecodeFragmentShader);
mDecodeFragmentShader = 0;
}
if (mDecodeVertexShader != 0)
{
glDeleteShader(mDecodeVertexShader);
mDecodeVertexShader = 0;
}
}
void OpenGLRenderer::DestroyOutputPackShaderProgram()
{
if (mOutputPackProgram != 0)
{
glDeleteProgram(mOutputPackProgram);
mOutputPackProgram = 0;
}
mOutputPackResolutionLocation = -1;
mOutputPackActiveWordsLocation = -1;
mOutputPackFormatLocation = -1;
if (mOutputPackFragmentShader != 0)
{
glDeleteShader(mOutputPackFragmentShader);
mOutputPackFragmentShader = 0;
}
if (mOutputPackVertexShader != 0)
{
glDeleteShader(mOutputPackVertexShader);
mOutputPackVertexShader = 0;
}
}

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@@ -1,131 +0,0 @@
#pragma once
#include "GLExtensions.h"
#include "RenderTargetPool.h"
#include "ShaderFeedbackBuffers.h"
#include "ShaderTypes.h"
#include "TemporalHistoryBuffers.h"
#include <windows.h>
#include <filesystem>
#include <gl/gl.h>
#include <string>
#include <vector>
class OpenGLRenderer
{
public:
struct LayerProgram
{
struct TextureBinding
{
std::string samplerName;
std::filesystem::path sourcePath;
GLuint texture = 0;
};
struct TextBinding
{
std::string parameterId;
std::string samplerName;
std::string fontId;
GLuint texture = 0;
std::string renderedText;
unsigned renderedWidth = 0;
unsigned renderedHeight = 0;
};
std::string layerId;
std::string shaderId;
struct PassProgram
{
std::string passId;
std::vector<std::string> inputNames;
std::string outputName;
GLuint shaderTextureBase = 0;
GLuint program = 0;
GLuint vertexShader = 0;
GLuint fragmentShader = 0;
std::vector<TextureBinding> textureBindings;
std::vector<TextBinding> textBindings;
};
std::vector<PassProgram> passes;
};
GLuint CaptureTexture() const { return mCaptureTexture; }
GLuint DecodedTexture() const { return mRenderTargets.Texture(RenderTargetId::Decoded); }
GLuint LayerTempTexture() const { return mRenderTargets.Texture(RenderTargetId::LayerTemp); }
GLuint CompositeTexture() const { return mRenderTargets.Texture(RenderTargetId::Composite); }
GLuint OutputTexture() const { return mRenderTargets.Texture(RenderTargetId::Output); }
GLuint OutputPackTexture() const { return mRenderTargets.Texture(RenderTargetId::OutputPack); }
GLuint TextureUploadBuffer() const { return mTextureUploadBuffer; }
GLuint DecodeFramebuffer() const { return mRenderTargets.Framebuffer(RenderTargetId::Decoded); }
GLuint LayerTempFramebuffer() const { return mRenderTargets.Framebuffer(RenderTargetId::LayerTemp); }
GLuint CompositeFramebuffer() const { return mRenderTargets.Framebuffer(RenderTargetId::Composite); }
GLuint OutputFramebuffer() const { return mRenderTargets.Framebuffer(RenderTargetId::Output); }
GLuint OutputPackFramebuffer() const { return mRenderTargets.Framebuffer(RenderTargetId::OutputPack); }
GLuint FullscreenVertexArray() const { return mFullscreenVAO; }
GLuint GlobalParamsUBO() const { return mGlobalParamsUBO; }
GLuint DecodeProgram() const { return mDecodeProgram; }
GLuint OutputPackProgram() const { return mOutputPackProgram; }
GLint DecodePackedResolutionLocation() const { return mDecodePackedResolutionLocation; }
GLint DecodeDecodedResolutionLocation() const { return mDecodeDecodedResolutionLocation; }
GLint DecodeInputPixelFormatLocation() const { return mDecodeInputPixelFormatLocation; }
GLint OutputPackResolutionLocation() const { return mOutputPackResolutionLocation; }
GLint OutputPackActiveWordsLocation() const { return mOutputPackActiveWordsLocation; }
GLint OutputPackFormatLocation() const { return mOutputPackFormatLocation; }
GLsizeiptr GlobalParamsUBOSize() const { return mGlobalParamsUBOSize; }
void SetGlobalParamsUBOSize(GLsizeiptr size) { mGlobalParamsUBOSize = size; }
bool ResourcesInitialized() const { return mResourcesInitialized; }
void ReplaceLayerPrograms(std::vector<LayerProgram>& newPrograms) { mLayerPrograms.swap(newPrograms); }
std::vector<LayerProgram>& LayerPrograms() { return mLayerPrograms; }
const std::vector<LayerProgram>& LayerPrograms() const { return mLayerPrograms; }
bool ReserveTemporaryRenderTargets(std::size_t count, unsigned width, unsigned height, std::string& error);
const RenderTarget& TemporaryRenderTarget(std::size_t index) const { return mRenderTargets.TemporaryTarget(index); }
std::size_t TemporaryRenderTargetCount() const { return mRenderTargets.TemporaryTargetCount(); }
TemporalHistoryBuffers& TemporalHistory() { return mTemporalHistory; }
const TemporalHistoryBuffers& TemporalHistory() const { return mTemporalHistory; }
ShaderFeedbackBuffers& FeedbackBuffers() { return mFeedbackBuffers; }
const ShaderFeedbackBuffers& FeedbackBuffers() const { return mFeedbackBuffers; }
void SetDecodeShaderProgram(GLuint program, GLuint vertexShader, GLuint fragmentShader);
void SetOutputPackShaderProgram(GLuint program, GLuint vertexShader, GLuint fragmentShader);
bool InitializeResources(unsigned inputFrameWidth, unsigned inputFrameHeight, unsigned captureTextureWidth, unsigned outputFrameWidth, unsigned outputFrameHeight, unsigned outputPackTextureWidth, std::string& error);
void ResizeView(int width, int height);
void PresentToWindow(HDC hdc, unsigned outputFrameWidth, unsigned outputFrameHeight);
void DestroyResources();
void DestroySingleLayerProgram(LayerProgram& layerProgram);
void DestroyLayerPrograms();
void DestroyDecodeShaderProgram();
void DestroyOutputPackShaderProgram();
private:
GLuint mCaptureTexture = 0;
GLuint mTextureUploadBuffer = 0;
GLuint mIdColorBuf = 0;
GLuint mIdDepthBuf = 0;
GLuint mFullscreenVAO = 0;
GLuint mGlobalParamsUBO = 0;
GLuint mDecodeProgram = 0;
GLuint mDecodeVertexShader = 0;
GLuint mDecodeFragmentShader = 0;
GLint mDecodePackedResolutionLocation = -1;
GLint mDecodeDecodedResolutionLocation = -1;
GLint mDecodeInputPixelFormatLocation = -1;
GLuint mOutputPackProgram = 0;
GLuint mOutputPackVertexShader = 0;
GLuint mOutputPackFragmentShader = 0;
GLint mOutputPackResolutionLocation = -1;
GLint mOutputPackActiveWordsLocation = -1;
GLint mOutputPackFormatLocation = -1;
GLsizeiptr mGlobalParamsUBOSize = 0;
bool mResourcesInitialized = false;
int mViewWidth = 0;
int mViewHeight = 0;
std::vector<LayerProgram> mLayerPrograms;
RenderTargetPool mRenderTargets;
TemporalHistoryBuffers mTemporalHistory;
ShaderFeedbackBuffers mFeedbackBuffers;
};

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@@ -1,136 +0,0 @@
#include "RenderTargetPool.h"
#include <cstddef>
namespace
{
void ConfigureRenderTargetTexture(
unsigned width,
unsigned height,
GLenum internalFormat,
GLenum pixelFormat,
GLenum pixelType)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, pixelFormat, pixelType, NULL);
}
}
bool RenderTargetPool::Create(
RenderTargetId id,
unsigned width,
unsigned height,
GLenum internalFormat,
GLenum pixelFormat,
GLenum pixelType,
const char* errorPrefix,
std::string& error)
{
RenderTarget& target = mTargets[TargetIndex(id)];
if (target.texture != 0 || target.framebuffer != 0)
{
error = std::string(errorPrefix) + " render target was already initialized.";
return false;
}
glGenTextures(1, &target.texture);
glBindTexture(GL_TEXTURE_2D, target.texture);
ConfigureRenderTargetTexture(width, height, internalFormat, pixelFormat, pixelType);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &target.framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, target.framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
error = std::string("Cannot initialize ") + errorPrefix + " framebuffer.";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
target.width = width;
target.height = height;
target.internalFormat = internalFormat;
target.pixelFormat = pixelFormat;
target.pixelType = pixelType;
return true;
}
bool RenderTargetPool::ReserveTemporaryTargets(
std::size_t count,
unsigned width,
unsigned height,
GLenum internalFormat,
GLenum pixelFormat,
GLenum pixelType,
std::string& error)
{
if (mTemporaryTargets.size() == count)
return true;
DestroyTemporaryTargets();
mTemporaryTargets.resize(count);
for (std::size_t index = 0; index < mTemporaryTargets.size(); ++index)
{
RenderTarget& target = mTemporaryTargets[index];
glGenTextures(1, &target.texture);
glBindTexture(GL_TEXTURE_2D, target.texture);
ConfigureRenderTargetTexture(width, height, internalFormat, pixelFormat, pixelType);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &target.framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, target.framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
error = "Cannot initialize temporary render target.";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return false;
}
target.width = width;
target.height = height;
target.internalFormat = internalFormat;
target.pixelFormat = pixelFormat;
target.pixelType = pixelType;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
void RenderTargetPool::DestroyTemporaryTargets()
{
for (RenderTarget& target : mTemporaryTargets)
{
if (target.framebuffer != 0)
glDeleteFramebuffers(1, &target.framebuffer);
if (target.texture != 0)
glDeleteTextures(1, &target.texture);
}
mTemporaryTargets.clear();
}
void RenderTargetPool::Destroy()
{
for (RenderTarget& target : mTargets)
{
if (target.framebuffer != 0)
glDeleteFramebuffers(1, &target.framebuffer);
if (target.texture != 0)
glDeleteTextures(1, &target.texture);
target = RenderTarget();
}
DestroyTemporaryTargets();
}
const RenderTarget& RenderTargetPool::Target(RenderTargetId id) const
{
return mTargets[TargetIndex(id)];
}

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@@ -1,64 +0,0 @@
#pragma once
#include "GLExtensions.h"
#include <array>
#include <string>
#include <vector>
enum class RenderTargetId
{
Decoded,
LayerTemp,
Composite,
Output,
OutputPack,
Count
};
struct RenderTarget
{
GLuint texture = 0;
GLuint framebuffer = 0;
unsigned width = 0;
unsigned height = 0;
GLenum internalFormat = GL_RGBA8;
GLenum pixelFormat = GL_RGBA;
GLenum pixelType = GL_UNSIGNED_BYTE;
};
class RenderTargetPool
{
public:
bool Create(
RenderTargetId id,
unsigned width,
unsigned height,
GLenum internalFormat,
GLenum pixelFormat,
GLenum pixelType,
const char* errorPrefix,
std::string& error);
bool ReserveTemporaryTargets(
std::size_t count,
unsigned width,
unsigned height,
GLenum internalFormat,
GLenum pixelFormat,
GLenum pixelType,
std::string& error);
void DestroyTemporaryTargets();
void Destroy();
GLuint Texture(RenderTargetId id) const { return Target(id).texture; }
GLuint Framebuffer(RenderTargetId id) const { return Target(id).framebuffer; }
const RenderTarget& Target(RenderTargetId id) const;
const RenderTarget& TemporaryTarget(std::size_t index) const { return mTemporaryTargets[index]; }
std::size_t TemporaryTargetCount() const { return mTemporaryTargets.size(); }
private:
static std::size_t TargetIndex(RenderTargetId id) { return static_cast<std::size_t>(id); }
std::array<RenderTarget, static_cast<std::size_t>(RenderTargetId::Count)> mTargets;
std::vector<RenderTarget> mTemporaryTargets;
};

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@@ -1,172 +0,0 @@
#include "GlShaderSources.h"
const char* kFullscreenTriangleVertexShaderSource =
"#version 430 core\n"
"out vec2 vTexCoord;\n"
"void main()\n"
"{\n"
" vec2 positions[3] = vec2[3](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));\n"
" vec2 texCoords[3] = vec2[3](vec2(0.0, 0.0), vec2(2.0, 0.0), vec2(0.0, 2.0));\n"
" gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);\n"
" vTexCoord = texCoords[gl_VertexID];\n"
"}\n";
const char* kDecodeFragmentShaderSource =
"#version 430 core\n"
"layout(binding = 2) uniform sampler2D uPackedVideoInput;\n"
"uniform vec2 uPackedVideoResolution;\n"
"uniform vec2 uDecodedVideoResolution;\n"
"uniform int uInputPixelFormat;\n"
"in vec2 vTexCoord;\n"
"layout(location = 0) out vec4 fragColor;\n"
"vec4 rec709YCbCr2rgba(float Y, float Cb, float Cr, float a)\n"
"{\n"
" Y = (Y * 256.0 - 16.0) / 219.0;\n"
" Cb = (Cb * 256.0 - 16.0) / 224.0 - 0.5;\n"
" Cr = (Cr * 256.0 - 16.0) / 224.0 - 0.5;\n"
" return vec4(Y + 1.5748 * Cr, Y - 0.1873 * Cb - 0.4681 * Cr, Y + 1.8556 * Cb, a);\n"
"}\n"
"vec4 rec709YCbCr10_2rgba(float Y, float Cb, float Cr, float a)\n"
"{\n"
" Y = (Y - 64.0) / 876.0;\n"
" Cb = (Cb - 64.0) / 896.0 - 0.5;\n"
" Cr = (Cr - 64.0) / 896.0 - 0.5;\n"
" return vec4(Y + 1.5748 * Cr, Y - 0.1873 * Cb - 0.4681 * Cr, Y + 1.8556 * Cb, a);\n"
"}\n"
"uint loadV210Word(ivec2 coord)\n"
"{\n"
" vec4 b = round(texelFetch(uPackedVideoInput, coord, 0) * 255.0);\n"
" return uint(b.r) | (uint(b.g) << 8) | (uint(b.b) << 16) | (uint(b.a) << 24);\n"
"}\n"
"float v210Component(uint word, int index)\n"
"{\n"
" return float((word >> uint(index * 10)) & 1023u);\n"
"}\n"
"vec4 decodeUyvy8(ivec2 outputCoord, ivec2 packedSize)\n"
"{\n"
" ivec2 packedCoord = ivec2(clamp(outputCoord.x / 2, 0, packedSize.x - 1), clamp(outputCoord.y, 0, packedSize.y - 1));\n"
" vec4 macroPixel = texelFetch(uPackedVideoInput, packedCoord, 0);\n"
" float ySample = (outputCoord.x & 1) != 0 ? macroPixel.a : macroPixel.g;\n"
" return rec709YCbCr2rgba(ySample, macroPixel.b, macroPixel.r, 1.0);\n"
"}\n"
"vec4 decodeV210(ivec2 outputCoord, ivec2 packedSize)\n"
"{\n"
" int group = outputCoord.x / 6;\n"
" int pixel = outputCoord.x - group * 6;\n"
" int wordBase = group * 4;\n"
" ivec2 rowBase = ivec2(wordBase, clamp(outputCoord.y, 0, packedSize.y - 1));\n"
" uint w0 = loadV210Word(ivec2(min(rowBase.x + 0, packedSize.x - 1), rowBase.y));\n"
" uint w1 = loadV210Word(ivec2(min(rowBase.x + 1, packedSize.x - 1), rowBase.y));\n"
" uint w2 = loadV210Word(ivec2(min(rowBase.x + 2, packedSize.x - 1), rowBase.y));\n"
" uint w3 = loadV210Word(ivec2(min(rowBase.x + 3, packedSize.x - 1), rowBase.y));\n"
" float y0 = v210Component(w0, 1);\n"
" float y1 = v210Component(w1, 0);\n"
" float y2 = v210Component(w1, 2);\n"
" float y3 = v210Component(w2, 1);\n"
" float y4 = v210Component(w3, 0);\n"
" float y5 = v210Component(w3, 2);\n"
" float cb0 = v210Component(w0, 0);\n"
" float cr0 = v210Component(w0, 2);\n"
" float cb2 = v210Component(w1, 1);\n"
" float cr2 = v210Component(w2, 0);\n"
" float cb4 = v210Component(w2, 2);\n"
" float cr4 = v210Component(w3, 1);\n"
" float ySample = pixel == 0 ? y0 : pixel == 1 ? y1 : pixel == 2 ? y2 : pixel == 3 ? y3 : pixel == 4 ? y4 : y5;\n"
" float cbSample = pixel < 2 ? cb0 : pixel < 4 ? cb2 : cb4;\n"
" float crSample = pixel < 2 ? cr0 : pixel < 4 ? cr2 : cr4;\n"
" return rec709YCbCr10_2rgba(ySample, cbSample, crSample, 1.0);\n"
"}\n"
"void main()\n"
"{\n"
" vec2 correctedUv = vec2(vTexCoord.x, 1.0 - vTexCoord.y);\n"
" ivec2 decodedSize = ivec2(max(uDecodedVideoResolution, vec2(1.0, 1.0)));\n"
" ivec2 outputCoord = clamp(ivec2(correctedUv * vec2(decodedSize)), ivec2(0, 0), decodedSize - ivec2(1, 1));\n"
" ivec2 packedSize = ivec2(max(uPackedVideoResolution, vec2(1.0, 1.0)));\n"
" fragColor = uInputPixelFormat == 1 ? decodeV210(outputCoord, packedSize) : decodeUyvy8(outputCoord, packedSize);\n"
"}\n";
const char* kOutputPackFragmentShaderSource =
"#version 430 core\n"
"layout(binding = 0) uniform sampler2D uOutputRgb;\n"
"uniform vec2 uOutputVideoResolution;\n"
"uniform float uActiveV210Words;\n"
"uniform int uOutputPackFormat;\n"
"in vec2 vTexCoord;\n"
"layout(location = 0) out vec4 fragColor;\n"
"vec4 rgbaAt(int x, int y)\n"
"{\n"
" ivec2 size = ivec2(max(uOutputVideoResolution, vec2(1.0, 1.0)));\n"
" return clamp(texelFetch(uOutputRgb, ivec2(clamp(x, 0, size.x - 1), clamp(y, 0, size.y - 1)), 0), vec4(0.0), vec4(1.0));\n"
"}\n"
"vec3 rgbAt(int x, int y)\n"
"{\n"
" return rgbaAt(x, y).rgb;\n"
"}\n"
"vec3 rgbToLegalYcbcr10(vec3 rgb)\n"
"{\n"
" float y = dot(rgb, vec3(0.2126, 0.7152, 0.0722));\n"
" float cb = (rgb.b - y) / 1.8556 + 0.5;\n"
" float cr = (rgb.r - y) / 1.5748 + 0.5;\n"
" return vec3(clamp(round(64.0 + y * 876.0), 64.0, 940.0), clamp(round(64.0 + cb * 896.0), 64.0, 960.0), clamp(round(64.0 + cr * 896.0), 64.0, 960.0));\n"
"}\n"
"uint makeWord(float a, float b, float c)\n"
"{\n"
" return (uint(a) & 1023u) | ((uint(b) & 1023u) << 10) | ((uint(c) & 1023u) << 20);\n"
"}\n"
"vec4 wordToBytes(uint word)\n"
"{\n"
" return vec4(float(word & 255u), float((word >> 8) & 255u), float((word >> 16) & 255u), float((word >> 24) & 255u)) / 255.0;\n"
"}\n"
"vec4 bigEndianWordToBytes(uint word)\n"
"{\n"
" return vec4(float((word >> 24) & 255u), float((word >> 16) & 255u), float((word >> 8) & 255u), float(word & 255u)) / 255.0;\n"
"}\n"
"vec4 packAy10Word(ivec2 outCoord)\n"
"{\n"
" ivec2 size = ivec2(max(uOutputVideoResolution, vec2(1.0, 1.0)));\n"
" if (outCoord.x >= size.x)\n"
" return vec4(0.0);\n"
" int pixelBase = (outCoord.x / 2) * 2;\n"
" int y = outCoord.y;\n"
" vec4 rgba0 = rgbaAt(pixelBase + 0, y);\n"
" vec4 rgba1 = rgbaAt(pixelBase + 1, y);\n"
" vec3 c0 = rgbToLegalYcbcr10(rgba0.rgb);\n"
" vec3 c1 = rgbToLegalYcbcr10(rgba1.rgb);\n"
" float chroma = (outCoord.x & 1) == 0 ? round((c0.y + c1.y) * 0.5) : round((c0.z + c1.z) * 0.5);\n"
" float alpha = round(clamp(((outCoord.x & 1) == 0 ? rgba0.a : rgba1.a), 0.0, 1.0) * 1023.0);\n"
" float luma = (outCoord.x & 1) == 0 ? c0.x : c1.x;\n"
" uint word = ((uint(luma) & 1023u) << 22) | ((uint(chroma) & 1023u) << 12) | ((uint(alpha) & 1023u) << 2);\n"
" return bigEndianWordToBytes(word);\n"
"}\n"
"void main()\n"
"{\n"
" ivec2 outCoord = ivec2(gl_FragCoord.xy);\n"
" if (uOutputPackFormat == 2)\n"
" {\n"
" fragColor = packAy10Word(outCoord);\n"
" return;\n"
" }\n"
" if (float(outCoord.x) >= uActiveV210Words)\n"
" {\n"
" fragColor = vec4(0.0);\n"
" return;\n"
" }\n"
" int group = outCoord.x / 4;\n"
" int wordIndex = outCoord.x - group * 4;\n"
" int pixelBase = group * 6;\n"
" int y = outCoord.y;\n"
" vec3 c0 = rgbToLegalYcbcr10(rgbAt(pixelBase + 0, y));\n"
" vec3 c1 = rgbToLegalYcbcr10(rgbAt(pixelBase + 1, y));\n"
" vec3 c2 = rgbToLegalYcbcr10(rgbAt(pixelBase + 2, y));\n"
" vec3 c3 = rgbToLegalYcbcr10(rgbAt(pixelBase + 3, y));\n"
" vec3 c4 = rgbToLegalYcbcr10(rgbAt(pixelBase + 4, y));\n"
" vec3 c5 = rgbToLegalYcbcr10(rgbAt(pixelBase + 5, y));\n"
" float cb0 = round((c0.y + c1.y) * 0.5);\n"
" float cr0 = round((c0.z + c1.z) * 0.5);\n"
" float cb2 = round((c2.y + c3.y) * 0.5);\n"
" float cr2 = round((c2.z + c3.z) * 0.5);\n"
" float cb4 = round((c4.y + c5.y) * 0.5);\n"
" float cr4 = round((c4.z + c5.z) * 0.5);\n"
" uint word = wordIndex == 0 ? makeWord(cb0, c0.x, cr0) : wordIndex == 1 ? makeWord(c1.x, cb2, c2.x) : wordIndex == 2 ? makeWord(cr2, c3.x, cb4) : makeWord(c4.x, cr4, c5.x);\n"
" fragColor = wordToBytes(word);\n"
"}\n";

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@@ -1,5 +0,0 @@
#pragma once
extern const char* kFullscreenTriangleVertexShaderSource;
extern const char* kDecodeFragmentShaderSource;
extern const char* kOutputPackFragmentShaderSource;

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@@ -1,104 +0,0 @@
#include "GlobalParamsBuffer.h"
#include "GlRenderConstants.h"
#include "Std140Buffer.h"
#include <vector>
GlobalParamsBuffer::GlobalParamsBuffer(OpenGLRenderer& renderer) :
mRenderer(renderer)
{
}
bool GlobalParamsBuffer::Update(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength, bool feedbackAvailable)
{
std::vector<unsigned char>& buffer = mScratchBuffer;
buffer.clear();
buffer.reserve(512);
AppendStd140Float(buffer, static_cast<float>(state.timeSeconds));
AppendStd140Vec2(buffer, static_cast<float>(state.inputWidth), static_cast<float>(state.inputHeight));
AppendStd140Vec2(buffer, static_cast<float>(state.outputWidth), static_cast<float>(state.outputHeight));
AppendStd140Float(buffer, static_cast<float>(state.utcTimeSeconds));
AppendStd140Float(buffer, static_cast<float>(state.utcOffsetSeconds));
AppendStd140Float(buffer, static_cast<float>(state.startupRandom));
AppendStd140Float(buffer, static_cast<float>(state.frameCount));
AppendStd140Float(buffer, static_cast<float>(state.mixAmount));
AppendStd140Float(buffer, static_cast<float>(state.bypass));
const unsigned effectiveSourceHistoryLength = availableSourceHistoryLength < state.effectiveTemporalHistoryLength
? availableSourceHistoryLength
: state.effectiveTemporalHistoryLength;
const unsigned effectiveTemporalHistoryLength = (state.temporalHistorySource == TemporalHistorySource::PreLayerInput)
? (availableTemporalHistoryLength < state.effectiveTemporalHistoryLength ? availableTemporalHistoryLength : state.effectiveTemporalHistoryLength)
: 0u;
AppendStd140Int(buffer, static_cast<int>(effectiveSourceHistoryLength));
AppendStd140Int(buffer, static_cast<int>(effectiveTemporalHistoryLength));
AppendStd140Int(buffer, feedbackAvailable ? 1 : 0);
for (const ShaderParameterDefinition& definition : state.parameterDefinitions)
{
auto valueIt = state.parameterValues.find(definition.id);
const ShaderParameterValue value = valueIt != state.parameterValues.end()
? valueIt->second
: ShaderParameterValue();
switch (definition.type)
{
case ShaderParameterType::Float:
AppendStd140Float(buffer, value.numberValues.empty() ? 0.0f : static_cast<float>(value.numberValues[0]));
break;
case ShaderParameterType::Vec2:
AppendStd140Vec2(buffer,
value.numberValues.size() > 0 ? static_cast<float>(value.numberValues[0]) : 0.0f,
value.numberValues.size() > 1 ? static_cast<float>(value.numberValues[1]) : 0.0f);
break;
case ShaderParameterType::Color:
AppendStd140Vec4(buffer,
value.numberValues.size() > 0 ? static_cast<float>(value.numberValues[0]) : 1.0f,
value.numberValues.size() > 1 ? static_cast<float>(value.numberValues[1]) : 1.0f,
value.numberValues.size() > 2 ? static_cast<float>(value.numberValues[2]) : 1.0f,
value.numberValues.size() > 3 ? static_cast<float>(value.numberValues[3]) : 1.0f);
break;
case ShaderParameterType::Boolean:
AppendStd140Int(buffer, value.booleanValue ? 1 : 0);
break;
case ShaderParameterType::Enum:
{
int selectedIndex = 0;
for (std::size_t optionIndex = 0; optionIndex < definition.enumOptions.size(); ++optionIndex)
{
if (definition.enumOptions[optionIndex].value == value.enumValue)
{
selectedIndex = static_cast<int>(optionIndex);
break;
}
}
AppendStd140Int(buffer, selectedIndex);
break;
}
case ShaderParameterType::Text:
break;
case ShaderParameterType::Trigger:
AppendStd140Int(buffer, value.numberValues.empty() ? 0 : static_cast<int>(value.numberValues[0]));
AppendStd140Float(buffer, value.numberValues.size() > 1 ? static_cast<float>(value.numberValues[1]) : -1000000.0f);
break;
}
}
buffer.resize(AlignStd140(buffer.size(), 16), 0);
glBindBuffer(GL_UNIFORM_BUFFER, mRenderer.GlobalParamsUBO());
if (mRenderer.GlobalParamsUBOSize() != static_cast<GLsizeiptr>(buffer.size()))
{
glBufferData(GL_UNIFORM_BUFFER, static_cast<GLsizeiptr>(buffer.size()), buffer.data(), GL_DYNAMIC_DRAW);
mRenderer.SetGlobalParamsUBOSize(static_cast<GLsizeiptr>(buffer.size()));
}
else
{
glBufferSubData(GL_UNIFORM_BUFFER, 0, static_cast<GLsizeiptr>(buffer.size()), buffer.data());
}
glBindBufferBase(GL_UNIFORM_BUFFER, kGlobalParamsBindingPoint, mRenderer.GlobalParamsUBO());
glBindBuffer(GL_UNIFORM_BUFFER, 0);
return true;
}

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@@ -1,18 +0,0 @@
#pragma once
#include "OpenGLRenderer.h"
#include "ShaderTypes.h"
#include <vector>
class GlobalParamsBuffer
{
public:
explicit GlobalParamsBuffer(OpenGLRenderer& renderer);
bool Update(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength, bool feedbackAvailable);
private:
OpenGLRenderer& mRenderer;
std::vector<unsigned char> mScratchBuffer;
};

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@@ -1,207 +0,0 @@
#include "OpenGLShaderPrograms.h"
#include <cstring>
#include <string>
#include <vector>
namespace
{
void CopyErrorMessage(const std::string& message, int errorMessageSize, char* errorMessage)
{
if (!errorMessage || errorMessageSize <= 0)
return;
strncpy_s(errorMessage, errorMessageSize, message.c_str(), _TRUNCATE);
}
std::size_t RequiredTemporaryRenderTargets(const std::vector<OpenGLRenderer::LayerProgram>& layerPrograms)
{
// Only one layer renders at a time, so the pool needs to cover the widest
// layer, not the sum of every intermediate pass in the stack.
std::size_t requiredTargets = 0;
for (const OpenGLRenderer::LayerProgram& layerProgram : layerPrograms)
{
const std::size_t internalPasses = layerProgram.passes.size() > 0 ? layerProgram.passes.size() - 1 : 0;
if (internalPasses > requiredTargets)
requiredTargets = internalPasses;
}
return requiredTargets;
}
}
OpenGLShaderPrograms::OpenGLShaderPrograms(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, RuntimeSnapshotProvider& runtimeSnapshotProvider) :
mRenderer(renderer),
mRuntimeHost(runtimeHost),
mRuntimeSnapshotProvider(runtimeSnapshotProvider),
mGlobalParamsBuffer(renderer),
mCompiler(renderer, runtimeHost, mTextureBindings)
{
}
bool OpenGLShaderPrograms::CompileLayerPrograms(unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage)
{
const RuntimeRenderStateSnapshot renderSnapshot =
mRuntimeSnapshotProvider.GetRenderStateSnapshot(inputFrameWidth, inputFrameHeight);
const std::vector<RuntimeRenderState>& layerStates = renderSnapshot.states;
std::string temporalError;
const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
if (!mRenderer.TemporalHistory().ValidateTextureUnitBudget(layerStates, historyCap, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
if (!mRenderer.TemporalHistory().EnsureResources(layerStates, historyCap, inputFrameWidth, inputFrameHeight, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
if (mRenderer.ResourcesInitialized() &&
!mRenderer.FeedbackBuffers().EnsureResources(layerStates, inputFrameWidth, inputFrameHeight, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
// Initial startup still compiles synchronously; auto-reload uses the build
// queue so Slang/file work stays off the playback path.
std::vector<LayerProgram> newPrograms;
newPrograms.reserve(layerStates.size());
for (const RuntimeRenderState& state : layerStates)
{
LayerProgram layerProgram;
if (!mCompiler.CompileLayerProgram(state, layerProgram, errorMessageSize, errorMessage))
{
for (LayerProgram& program : newPrograms)
DestroySingleLayerProgram(program);
return false;
}
newPrograms.push_back(layerProgram);
}
std::string targetError;
if (!mRenderer.ReserveTemporaryRenderTargets(RequiredTemporaryRenderTargets(newPrograms), inputFrameWidth, inputFrameHeight, targetError))
{
for (LayerProgram& program : newPrograms)
DestroySingleLayerProgram(program);
CopyErrorMessage(targetError, errorMessageSize, errorMessage);
return false;
}
DestroyLayerPrograms();
mRenderer.ReplaceLayerPrograms(newPrograms);
mCommittedLayerStates = renderSnapshot.states;
mRuntimeHost.SetCompileStatus(true, "Shader layers compiled successfully.");
mRuntimeHost.ClearReloadRequest();
return true;
}
bool OpenGLShaderPrograms::CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage)
{
if (!preparedBuild.succeeded)
{
CopyErrorMessage(preparedBuild.message, errorMessageSize, errorMessage);
return false;
}
std::string temporalError;
const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
if (!mRenderer.TemporalHistory().ValidateTextureUnitBudget(preparedBuild.renderSnapshot.states, historyCap, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
if (!mRenderer.TemporalHistory().EnsureResources(preparedBuild.renderSnapshot.states, historyCap, inputFrameWidth, inputFrameHeight, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
if (mRenderer.ResourcesInitialized() &&
!mRenderer.FeedbackBuffers().EnsureResources(preparedBuild.renderSnapshot.states, inputFrameWidth, inputFrameHeight, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
// The prepared build already contains GLSL text for each pass. This commit
// step performs the short GL work on the render thread.
std::vector<LayerProgram> newPrograms;
newPrograms.reserve(preparedBuild.layers.size());
for (const PreparedLayerShader& preparedLayer : preparedBuild.layers)
{
LayerProgram layerProgram;
if (!mCompiler.CompilePreparedLayerProgram(preparedLayer.state, preparedLayer.passes, layerProgram, errorMessageSize, errorMessage))
{
for (LayerProgram& program : newPrograms)
DestroySingleLayerProgram(program);
return false;
}
newPrograms.push_back(layerProgram);
}
std::string targetError;
if (!mRenderer.ReserveTemporaryRenderTargets(RequiredTemporaryRenderTargets(newPrograms), inputFrameWidth, inputFrameHeight, targetError))
{
for (LayerProgram& program : newPrograms)
DestroySingleLayerProgram(program);
CopyErrorMessage(targetError, errorMessageSize, errorMessage);
return false;
}
DestroyLayerPrograms();
mRenderer.ReplaceLayerPrograms(newPrograms);
mCommittedLayerStates = preparedBuild.renderSnapshot.states;
mRuntimeHost.SetCompileStatus(true, "Shader layers compiled successfully.");
mRuntimeHost.ClearReloadRequest();
return true;
}
bool OpenGLShaderPrograms::CompileDecodeShader(int errorMessageSize, char* errorMessage)
{
return mCompiler.CompileDecodeShader(errorMessageSize, errorMessage);
}
bool OpenGLShaderPrograms::CompileOutputPackShader(int errorMessageSize, char* errorMessage)
{
return mCompiler.CompileOutputPackShader(errorMessageSize, errorMessage);
}
void OpenGLShaderPrograms::DestroySingleLayerProgram(LayerProgram& layerProgram)
{
mRenderer.DestroySingleLayerProgram(layerProgram);
}
void OpenGLShaderPrograms::DestroyLayerPrograms()
{
mRenderer.DestroyLayerPrograms();
}
void OpenGLShaderPrograms::DestroyDecodeShaderProgram()
{
mRenderer.DestroyDecodeShaderProgram();
}
void OpenGLShaderPrograms::ResetTemporalHistoryState()
{
mRenderer.TemporalHistory().ResetState();
}
void OpenGLShaderPrograms::ResetShaderFeedbackState()
{
mRenderer.FeedbackBuffers().ResetState();
}
bool OpenGLShaderPrograms::UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error)
{
return mTextureBindings.UpdateTextBindingTexture(state, textBinding, error);
}
bool OpenGLShaderPrograms::UpdateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength, bool feedbackAvailable)
{
return mGlobalParamsBuffer.Update(state, availableSourceHistoryLength, availableTemporalHistoryLength, feedbackAvailable);
}

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@@ -1,42 +0,0 @@
#pragma once
#include "GlobalParamsBuffer.h"
#include "OpenGLRenderer.h"
#include "RuntimeHost.h"
#include "RuntimeSnapshotProvider.h"
#include "ShaderBuildQueue.h"
#include "ShaderTypes.h"
#include "ShaderProgramCompiler.h"
#include "ShaderTextureBindings.h"
#include <string>
class OpenGLShaderPrograms
{
public:
using LayerProgram = OpenGLRenderer::LayerProgram;
OpenGLShaderPrograms(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, RuntimeSnapshotProvider& runtimeSnapshotProvider);
bool CompileLayerPrograms(unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
bool CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
bool CompileDecodeShader(int errorMessageSize, char* errorMessage);
bool CompileOutputPackShader(int errorMessageSize, char* errorMessage);
void DestroyLayerPrograms();
void DestroySingleLayerProgram(LayerProgram& layerProgram);
void DestroyDecodeShaderProgram();
void ResetTemporalHistoryState();
void ResetShaderFeedbackState();
const std::vector<RuntimeRenderState>& CommittedLayerStates() const { return mCommittedLayerStates; }
bool UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
bool UpdateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength, bool feedbackAvailable);
private:
OpenGLRenderer& mRenderer;
RuntimeHost& mRuntimeHost;
RuntimeSnapshotProvider& mRuntimeSnapshotProvider;
ShaderTextureBindings mTextureBindings;
GlobalParamsBuffer mGlobalParamsBuffer;
ShaderProgramCompiler mCompiler;
std::vector<RuntimeRenderState> mCommittedLayerStates;
};

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@@ -1,132 +0,0 @@
#include "ShaderBuildQueue.h"
#include <chrono>
#include <utility>
namespace
{
constexpr auto kShaderBuildDebounce = std::chrono::milliseconds(400);
}
ShaderBuildQueue::ShaderBuildQueue(RuntimeSnapshotProvider& runtimeSnapshotProvider) :
mRuntimeSnapshotProvider(runtimeSnapshotProvider),
mWorkerThread([this]() { WorkerLoop(); })
{
}
ShaderBuildQueue::~ShaderBuildQueue()
{
Stop();
}
void ShaderBuildQueue::RequestBuild(unsigned outputWidth, unsigned outputHeight)
{
{
std::lock_guard<std::mutex> lock(mMutex);
mHasRequest = true;
++mRequestedGeneration;
mRequestedOutputWidth = outputWidth;
mRequestedOutputHeight = outputHeight;
mHasReadyBuild = false;
}
mCondition.notify_one();
}
bool ShaderBuildQueue::TryConsumeReadyBuild(PreparedShaderBuild& build)
{
std::lock_guard<std::mutex> lock(mMutex);
if (!mHasReadyBuild)
return false;
build = std::move(mReadyBuild);
mReadyBuild = PreparedShaderBuild();
mHasReadyBuild = false;
return true;
}
void ShaderBuildQueue::Stop()
{
{
std::lock_guard<std::mutex> lock(mMutex);
if (mStopping)
return;
mStopping = true;
}
mCondition.notify_one();
if (mWorkerThread.joinable())
mWorkerThread.join();
}
void ShaderBuildQueue::WorkerLoop()
{
for (;;)
{
uint64_t generation = 0;
unsigned outputWidth = 0;
unsigned outputHeight = 0;
{
std::unique_lock<std::mutex> lock(mMutex);
mCondition.wait(lock, [this]() { return mStopping || mHasRequest; });
if (mStopping)
return;
generation = mRequestedGeneration;
outputWidth = mRequestedOutputWidth;
outputHeight = mRequestedOutputHeight;
mHasRequest = false;
}
for (;;)
{
std::unique_lock<std::mutex> lock(mMutex);
if (mCondition.wait_for(lock, kShaderBuildDebounce, [this, generation]() {
return mStopping || (mHasRequest && mRequestedGeneration != generation);
}))
{
if (mStopping)
return;
generation = mRequestedGeneration;
outputWidth = mRequestedOutputWidth;
outputHeight = mRequestedOutputHeight;
mHasRequest = false;
continue;
}
break;
}
PreparedShaderBuild build = Build(generation, outputWidth, outputHeight);
std::lock_guard<std::mutex> lock(mMutex);
if (mStopping)
return;
if (generation != mRequestedGeneration)
continue;
mReadyBuild = std::move(build);
mHasReadyBuild = true;
}
}
PreparedShaderBuild ShaderBuildQueue::Build(uint64_t generation, unsigned outputWidth, unsigned outputHeight)
{
PreparedShaderBuild build;
build.generation = generation;
build.renderSnapshot = mRuntimeSnapshotProvider.GetRenderStateSnapshot(outputWidth, outputHeight);
build.layers.reserve(build.renderSnapshot.states.size());
for (const RuntimeRenderState& state : build.renderSnapshot.states)
{
PreparedLayerShader layer;
layer.state = state;
if (!mRuntimeSnapshotProvider.BuildLayerPassFragmentShaderSources(state.layerId, layer.passes, build.message))
{
build.succeeded = false;
return build;
}
build.layers.push_back(std::move(layer));
}
build.succeeded = true;
build.message = "Shader layers prepared successfully.";
return build;
}

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@@ -1,56 +0,0 @@
#pragma once
#include "RuntimeSnapshotProvider.h"
#include "ShaderTypes.h"
#include <condition_variable>
#include <cstdint>
#include <mutex>
#include <string>
#include <thread>
#include <vector>
struct PreparedLayerShader
{
RuntimeRenderState state;
std::vector<ShaderPassBuildSource> passes;
};
struct PreparedShaderBuild
{
uint64_t generation = 0;
bool succeeded = false;
std::string message;
RuntimeRenderStateSnapshot renderSnapshot;
std::vector<PreparedLayerShader> layers;
};
class ShaderBuildQueue
{
public:
explicit ShaderBuildQueue(RuntimeSnapshotProvider& runtimeSnapshotProvider);
~ShaderBuildQueue();
ShaderBuildQueue(const ShaderBuildQueue&) = delete;
ShaderBuildQueue& operator=(const ShaderBuildQueue&) = delete;
void RequestBuild(unsigned outputWidth, unsigned outputHeight);
bool TryConsumeReadyBuild(PreparedShaderBuild& build);
void Stop();
private:
void WorkerLoop();
PreparedShaderBuild Build(uint64_t generation, unsigned outputWidth, unsigned outputHeight);
RuntimeSnapshotProvider& mRuntimeSnapshotProvider;
std::thread mWorkerThread;
std::mutex mMutex;
std::condition_variable mCondition;
bool mStopping = false;
bool mHasRequest = false;
uint64_t mRequestedGeneration = 0;
unsigned mRequestedOutputWidth = 0;
unsigned mRequestedOutputHeight = 0;
bool mHasReadyBuild = false;
PreparedShaderBuild mReadyBuild;
};

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@@ -1,233 +0,0 @@
#include "ShaderProgramCompiler.h"
#include "GlRenderConstants.h"
#include "GlScopedObjects.h"
#include "GlShaderSources.h"
#include <cstring>
#include <utility>
#include <vector>
namespace
{
void CopyErrorMessage(const std::string& message, int errorMessageSize, char* errorMessage)
{
if (!errorMessage || errorMessageSize <= 0)
return;
strncpy_s(errorMessage, errorMessageSize, message.c_str(), _TRUNCATE);
}
}
ShaderProgramCompiler::ShaderProgramCompiler(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, ShaderTextureBindings& textureBindings) :
mRenderer(renderer),
mRuntimeHost(runtimeHost),
mTextureBindings(textureBindings)
{
}
bool ShaderProgramCompiler::CompileLayerProgram(const RuntimeRenderState& state, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage)
{
std::vector<ShaderPassBuildSource> passSources;
std::string loadError;
if (!mRuntimeHost.BuildLayerPassFragmentShaderSources(state.layerId, passSources, loadError))
{
CopyErrorMessage(loadError, errorMessageSize, errorMessage);
return false;
}
return CompilePreparedLayerProgram(state, passSources, layerProgram, errorMessageSize, errorMessage);
}
bool ShaderProgramCompiler::CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::vector<ShaderPassBuildSource>& passSources, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage)
{
GLsizei errorBufferSize = 0;
std::string loadError;
const char* vertexSource = kFullscreenTriangleVertexShaderSource;
layerProgram.layerId = state.layerId;
layerProgram.shaderId = state.shaderId;
layerProgram.passes.clear();
for (const auto& passSource : passSources)
{
GLint compileResult = GL_FALSE;
GLint linkResult = GL_FALSE;
const char* fragmentSource = passSource.fragmentShaderSource.c_str();
ScopedGlShader newVertexShader(glCreateShader(GL_VERTEX_SHADER));
glShaderSource(newVertexShader.get(), 1, (const GLchar**)&vertexSource, NULL);
glCompileShader(newVertexShader.get());
glGetShaderiv(newVertexShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newVertexShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
mRenderer.DestroySingleLayerProgram(layerProgram);
return false;
}
ScopedGlShader newFragmentShader(glCreateShader(GL_FRAGMENT_SHADER));
glShaderSource(newFragmentShader.get(), 1, (const GLchar**)&fragmentSource, NULL);
glCompileShader(newFragmentShader.get());
glGetShaderiv(newFragmentShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newFragmentShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
mRenderer.DestroySingleLayerProgram(layerProgram);
return false;
}
ScopedGlProgram newProgram(glCreateProgram());
glAttachShader(newProgram.get(), newVertexShader.get());
glAttachShader(newProgram.get(), newFragmentShader.get());
glLinkProgram(newProgram.get());
glGetProgramiv(newProgram.get(), GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
glGetProgramInfoLog(newProgram.get(), errorMessageSize, &errorBufferSize, errorMessage);
mRenderer.DestroySingleLayerProgram(layerProgram);
return false;
}
std::vector<LayerProgram::TextureBinding> textureBindings;
for (const ShaderTextureAsset& textureAsset : state.textureAssets)
{
LayerProgram::TextureBinding textureBinding;
textureBinding.samplerName = textureAsset.id;
textureBinding.sourcePath = textureAsset.path;
if (!mTextureBindings.LoadTextureAsset(textureAsset, textureBinding.texture, loadError))
{
for (LayerProgram::TextureBinding& loadedTexture : textureBindings)
{
if (loadedTexture.texture != 0)
glDeleteTextures(1, &loadedTexture.texture);
}
CopyErrorMessage(loadError, errorMessageSize, errorMessage);
mRenderer.DestroySingleLayerProgram(layerProgram);
return false;
}
textureBindings.push_back(textureBinding);
}
std::vector<LayerProgram::TextBinding> textBindings;
mTextureBindings.CreateTextBindings(state, textBindings);
PassProgram passProgram;
passProgram.passId = passSource.passId;
passProgram.inputNames = passSource.inputNames;
passProgram.outputName = passSource.outputName;
passProgram.shaderTextureBase = mTextureBindings.ResolveShaderTextureBase(state, mRuntimeHost.GetMaxTemporalHistoryFrames());
passProgram.textureBindings.swap(textureBindings);
passProgram.textBindings.swap(textBindings);
const GLuint globalParamsIndex = glGetUniformBlockIndex(newProgram.get(), "GlobalParams");
if (globalParamsIndex != GL_INVALID_INDEX)
glUniformBlockBinding(newProgram.get(), globalParamsIndex, kGlobalParamsBindingPoint);
const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
glUseProgram(newProgram.get());
mTextureBindings.AssignLayerSamplerUniforms(newProgram.get(), state, passProgram, historyCap);
glUseProgram(0);
passProgram.program = newProgram.release();
passProgram.vertexShader = newVertexShader.release();
passProgram.fragmentShader = newFragmentShader.release();
layerProgram.passes.push_back(std::move(passProgram));
}
return true;
}
bool ShaderProgramCompiler::CompileDecodeShader(int errorMessageSize, char* errorMessage)
{
GLsizei errorBufferSize = 0;
GLint compileResult = GL_FALSE;
GLint linkResult = GL_FALSE;
const char* vertexSource = kFullscreenTriangleVertexShaderSource;
const char* fragmentSource = kDecodeFragmentShaderSource;
ScopedGlShader newVertexShader(glCreateShader(GL_VERTEX_SHADER));
glShaderSource(newVertexShader.get(), 1, (const GLchar**)&vertexSource, NULL);
glCompileShader(newVertexShader.get());
glGetShaderiv(newVertexShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newVertexShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlShader newFragmentShader(glCreateShader(GL_FRAGMENT_SHADER));
glShaderSource(newFragmentShader.get(), 1, (const GLchar**)&fragmentSource, NULL);
glCompileShader(newFragmentShader.get());
glGetShaderiv(newFragmentShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newFragmentShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlProgram newProgram(glCreateProgram());
glAttachShader(newProgram.get(), newVertexShader.get());
glAttachShader(newProgram.get(), newFragmentShader.get());
glLinkProgram(newProgram.get());
glGetProgramiv(newProgram.get(), GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
glGetProgramInfoLog(newProgram.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
mRenderer.DestroyDecodeShaderProgram();
mRenderer.SetDecodeShaderProgram(newProgram.release(), newVertexShader.release(), newFragmentShader.release());
return true;
}
bool ShaderProgramCompiler::CompileOutputPackShader(int errorMessageSize, char* errorMessage)
{
GLsizei errorBufferSize = 0;
GLint compileResult = GL_FALSE;
GLint linkResult = GL_FALSE;
const char* vertexSource = kFullscreenTriangleVertexShaderSource;
const char* fragmentSource = kOutputPackFragmentShaderSource;
ScopedGlShader newVertexShader(glCreateShader(GL_VERTEX_SHADER));
glShaderSource(newVertexShader.get(), 1, (const GLchar**)&vertexSource, NULL);
glCompileShader(newVertexShader.get());
glGetShaderiv(newVertexShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newVertexShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlShader newFragmentShader(glCreateShader(GL_FRAGMENT_SHADER));
glShaderSource(newFragmentShader.get(), 1, (const GLchar**)&fragmentSource, NULL);
glCompileShader(newFragmentShader.get());
glGetShaderiv(newFragmentShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newFragmentShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlProgram newProgram(glCreateProgram());
glAttachShader(newProgram.get(), newVertexShader.get());
glAttachShader(newProgram.get(), newFragmentShader.get());
glLinkProgram(newProgram.get());
glGetProgramiv(newProgram.get(), GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
glGetProgramInfoLog(newProgram.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
glUseProgram(newProgram.get());
const GLint outputSamplerLocation = glGetUniformLocation(newProgram.get(), "uOutputRgb");
if (outputSamplerLocation >= 0)
glUniform1i(outputSamplerLocation, 0);
glUseProgram(0);
mRenderer.DestroyOutputPackShaderProgram();
mRenderer.SetOutputPackShaderProgram(newProgram.release(), newVertexShader.release(), newFragmentShader.release());
return true;
}

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@@ -1,27 +0,0 @@
#pragma once
#include "OpenGLRenderer.h"
#include "RuntimeHost.h"
#include "ShaderTextureBindings.h"
#include <string>
#include <vector>
class ShaderProgramCompiler
{
public:
using LayerProgram = OpenGLRenderer::LayerProgram;
using PassProgram = OpenGLRenderer::LayerProgram::PassProgram;
ShaderProgramCompiler(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, ShaderTextureBindings& textureBindings);
bool CompileLayerProgram(const RuntimeRenderState& state, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
bool CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::vector<ShaderPassBuildSource>& passSources, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
bool CompileDecodeShader(int errorMessageSize, char* errorMessage);
bool CompileOutputPackShader(int errorMessageSize, char* errorMessage);
private:
OpenGLRenderer& mRenderer;
RuntimeHost& mRuntimeHost;
ShaderTextureBindings& mTextureBindings;
};

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@@ -1,256 +0,0 @@
#include "ShaderTextureBindings.h"
#include "GlRenderConstants.h"
#include "TextRasterizer.h"
#include "TextureAssetLoader.h"
#include <algorithm>
#include <filesystem>
namespace
{
std::string TextValueForBinding(const RuntimeRenderState& state, const std::string& parameterId)
{
auto valueIt = state.parameterValues.find(parameterId);
return valueIt == state.parameterValues.end() ? std::string() : valueIt->second.textValue;
}
const ShaderFontAsset* FindFontAssetForParameter(const RuntimeRenderState& state, const ShaderParameterDefinition& definition)
{
if (!definition.fontId.empty())
{
for (const ShaderFontAsset& fontAsset : state.fontAssets)
{
if (fontAsset.id == definition.fontId)
return &fontAsset;
}
}
return state.fontAssets.empty() ? nullptr : &state.fontAssets.front();
}
}
bool ShaderTextureBindings::LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error)
{
return ::LoadTextureAsset(textureAsset, textureId, error);
}
void ShaderTextureBindings::CreateTextBindings(const RuntimeRenderState& state, std::vector<LayerProgram::TextBinding>& textBindings)
{
for (const ShaderParameterDefinition& definition : state.parameterDefinitions)
{
if (definition.type != ShaderParameterType::Text)
continue;
LayerProgram::TextBinding textBinding;
textBinding.parameterId = definition.id;
textBinding.samplerName = definition.id + "Texture";
textBinding.fontId = definition.fontId;
glGenTextures(1, &textBinding.texture);
glBindTexture(GL_TEXTURE_2D, textBinding.texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
std::vector<unsigned char> empty(static_cast<std::size_t>(kTextTextureWidth) * kTextTextureHeight * 4, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTextTextureWidth, kTextTextureHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, empty.data());
glBindTexture(GL_TEXTURE_2D, 0);
textBindings.push_back(textBinding);
}
}
bool ShaderTextureBindings::UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error)
{
const std::string text = TextValueForBinding(state, textBinding.parameterId);
if (text == textBinding.renderedText && textBinding.renderedWidth == kTextTextureWidth && textBinding.renderedHeight == kTextTextureHeight)
return true;
auto definitionIt = std::find_if(state.parameterDefinitions.begin(), state.parameterDefinitions.end(),
[&textBinding](const ShaderParameterDefinition& definition) { return definition.id == textBinding.parameterId; });
if (definitionIt == state.parameterDefinitions.end())
return true;
const ShaderFontAsset* fontAsset = FindFontAssetForParameter(state, *definitionIt);
std::filesystem::path fontPath;
if (fontAsset)
fontPath = fontAsset->path;
std::vector<unsigned char> sdf;
if (!RasterizeTextSdf(text, fontPath, sdf, error))
return false;
GLint previousActiveTexture = 0;
GLint previousUnpackBuffer = 0;
glGetIntegerv(GL_ACTIVE_TEXTURE, &previousActiveTexture);
glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &previousUnpackBuffer);
glActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, textBinding.texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTextTextureWidth, kTextTextureHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, sdf.data());
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, static_cast<GLuint>(previousUnpackBuffer));
glActiveTexture(static_cast<GLenum>(previousActiveTexture));
textBinding.renderedText = text;
textBinding.renderedWidth = kTextTextureWidth;
textBinding.renderedHeight = kTextTextureHeight;
return true;
}
GLint ShaderTextureBindings::FindSamplerUniformLocation(GLuint program, const std::string& samplerName) const
{
GLint location = glGetUniformLocation(program, samplerName.c_str());
if (location >= 0)
return location;
return glGetUniformLocation(program, (samplerName + "_0").c_str());
}
GLuint ShaderTextureBindings::ResolveFeedbackTextureUnit(const RuntimeRenderState& state, unsigned historyCap) const
{
return state.isTemporal ? kSourceHistoryTextureUnitBase + historyCap + historyCap : kSourceHistoryTextureUnitBase;
}
GLuint ShaderTextureBindings::ResolveShaderTextureBase(const RuntimeRenderState& state, unsigned historyCap) const
{
return ResolveFeedbackTextureUnit(state, historyCap) + (state.feedback.enabled ? 1u : 0u);
}
void ShaderTextureBindings::AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const PassProgram& passProgram, unsigned historyCap) const
{
const GLuint shaderTextureBase = ResolveShaderTextureBase(state, historyCap);
const GLint layerInputLocation = FindSamplerUniformLocation(program, "gLayerInput");
if (layerInputLocation >= 0)
glUniform1i(layerInputLocation, static_cast<GLint>(kLayerInputTextureUnit));
const GLint videoInputLocation = FindSamplerUniformLocation(program, "gVideoInput");
if (videoInputLocation >= 0)
glUniform1i(videoInputLocation, static_cast<GLint>(kDecodedVideoTextureUnit));
for (unsigned index = 0; index < historyCap; ++index)
{
const std::string sourceSamplerName = "gSourceHistory" + std::to_string(index);
const GLint sourceSamplerLocation = glGetUniformLocation(program, sourceSamplerName.c_str());
if (sourceSamplerLocation >= 0)
glUniform1i(sourceSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + index));
const std::string temporalSamplerName = "gTemporalHistory" + std::to_string(index);
const GLint temporalSamplerLocation = glGetUniformLocation(program, temporalSamplerName.c_str());
if (temporalSamplerLocation >= 0)
glUniform1i(temporalSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + historyCap + index));
}
if (state.feedback.enabled)
{
const GLint feedbackSamplerLocation = FindSamplerUniformLocation(program, "gFeedbackState");
if (feedbackSamplerLocation >= 0)
glUniform1i(feedbackSamplerLocation, static_cast<GLint>(ResolveFeedbackTextureUnit(state, historyCap)));
}
for (std::size_t index = 0; index < passProgram.textureBindings.size(); ++index)
{
const GLint textureSamplerLocation = FindSamplerUniformLocation(program, passProgram.textureBindings[index].samplerName);
if (textureSamplerLocation >= 0)
glUniform1i(textureSamplerLocation, static_cast<GLint>(shaderTextureBase + static_cast<GLuint>(index)));
}
const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(passProgram.textureBindings.size());
for (std::size_t index = 0; index < passProgram.textBindings.size(); ++index)
{
const GLint textSamplerLocation = FindSamplerUniformLocation(program, passProgram.textBindings[index].samplerName);
if (textSamplerLocation >= 0)
glUniform1i(textSamplerLocation, static_cast<GLint>(textTextureBase + static_cast<GLuint>(index)));
}
}
ShaderTextureBindings::RuntimeTextureBindingPlan ShaderTextureBindings::BuildLayerRuntimeBindingPlan(
const PassProgram& passProgram,
GLuint layerInputTexture,
GLuint originalLayerInputTexture,
const RuntimeRenderState& state,
GLuint feedbackTexture,
const std::vector<GLuint>& sourceHistoryTextures,
const std::vector<GLuint>& temporalHistoryTextures) const
{
RuntimeTextureBindingPlan plan;
plan.bindings.push_back({ "originalLayerInput", "gLayerInput", originalLayerInputTexture, kLayerInputTextureUnit });
plan.bindings.push_back({ "layerInput", "gVideoInput", layerInputTexture, kDecodedVideoTextureUnit });
for (std::size_t index = 0; index < sourceHistoryTextures.size(); ++index)
{
plan.bindings.push_back({
"sourceHistory",
"gSourceHistory" + std::to_string(index),
sourceHistoryTextures[index],
kSourceHistoryTextureUnitBase + static_cast<GLuint>(index)
});
}
const GLuint temporalBase = kSourceHistoryTextureUnitBase + static_cast<GLuint>(sourceHistoryTextures.size());
for (std::size_t index = 0; index < temporalHistoryTextures.size(); ++index)
{
plan.bindings.push_back({
"temporalHistory",
"gTemporalHistory" + std::to_string(index),
temporalHistoryTextures[index],
temporalBase + static_cast<GLuint>(index)
});
}
const GLuint feedbackTextureUnit = ResolveFeedbackTextureUnit(state, static_cast<unsigned>(sourceHistoryTextures.size()));
if (state.feedback.enabled)
{
plan.bindings.push_back({
"feedbackState",
"gFeedbackState",
feedbackTexture,
feedbackTextureUnit
});
}
const GLuint shaderTextureBase = passProgram.shaderTextureBase != 0
? passProgram.shaderTextureBase
: feedbackTextureUnit + (state.feedback.enabled ? 1u : 0u);
for (std::size_t index = 0; index < passProgram.textureBindings.size(); ++index)
{
const LayerProgram::TextureBinding& textureBinding = passProgram.textureBindings[index];
plan.bindings.push_back({
"shaderTexture",
textureBinding.samplerName,
textureBinding.texture,
shaderTextureBase + static_cast<GLuint>(index)
});
}
const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(passProgram.textureBindings.size());
for (std::size_t index = 0; index < passProgram.textBindings.size(); ++index)
{
const LayerProgram::TextBinding& textBinding = passProgram.textBindings[index];
plan.bindings.push_back({
"textTexture",
textBinding.samplerName,
textBinding.texture,
textTextureBase + static_cast<GLuint>(index)
});
}
return plan;
}
void ShaderTextureBindings::BindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const
{
for (const RuntimeTextureBinding& binding : plan.bindings)
{
glActiveTexture(GL_TEXTURE0 + binding.textureUnit);
glBindTexture(GL_TEXTURE_2D, binding.texture);
}
glActiveTexture(GL_TEXTURE0);
}
void ShaderTextureBindings::UnbindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const
{
for (const RuntimeTextureBinding& binding : plan.bindings)
{
glActiveTexture(GL_TEXTURE0 + binding.textureUnit);
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0);
}

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@@ -1,45 +0,0 @@
#pragma once
#include "OpenGLRenderer.h"
#include "ShaderTypes.h"
#include <string>
#include <vector>
class ShaderTextureBindings
{
public:
using LayerProgram = OpenGLRenderer::LayerProgram;
using PassProgram = OpenGLRenderer::LayerProgram::PassProgram;
struct RuntimeTextureBinding
{
std::string semanticName;
std::string samplerName;
GLuint texture = 0;
GLuint textureUnit = 0;
};
struct RuntimeTextureBindingPlan
{
std::vector<RuntimeTextureBinding> bindings;
};
bool LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error);
void CreateTextBindings(const RuntimeRenderState& state, std::vector<LayerProgram::TextBinding>& textBindings);
bool UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
GLint FindSamplerUniformLocation(GLuint program, const std::string& samplerName) const;
GLuint ResolveFeedbackTextureUnit(const RuntimeRenderState& state, unsigned historyCap) const;
GLuint ResolveShaderTextureBase(const RuntimeRenderState& state, unsigned historyCap) const;
void AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const PassProgram& passProgram, unsigned historyCap) const;
RuntimeTextureBindingPlan BuildLayerRuntimeBindingPlan(
const PassProgram& passProgram,
GLuint layerInputTexture,
GLuint originalLayerInputTexture,
const RuntimeRenderState& state,
GLuint feedbackTexture,
const std::vector<GLuint>& sourceHistoryTextures,
const std::vector<GLuint>& temporalHistoryTextures) const;
void BindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const;
void UnbindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const;
};

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@@ -1,243 +0,0 @@
#include "TextRasterizer.h"
#include <windows.h>
#include <algorithm>
#include <cmath>
#include <cstring>
#include <gdiplus.h>
#include <memory>
namespace
{
constexpr int kTextSdfSpread = 20;
constexpr float kTextFontPixelSize = 144.0f;
constexpr float kTextLayoutPadding = 48.0f;
constexpr float kSdfInfinity = 1.0e20f;
class GdiplusSession
{
public:
GdiplusSession()
{
Gdiplus::GdiplusStartupInput startupInput;
mStarted = Gdiplus::GdiplusStartup(&mToken, &startupInput, NULL) == Gdiplus::Ok;
}
~GdiplusSession()
{
if (mStarted)
Gdiplus::GdiplusShutdown(mToken);
}
GdiplusSession(const GdiplusSession&) = delete;
GdiplusSession& operator=(const GdiplusSession&) = delete;
bool started() const { return mStarted; }
private:
ULONG_PTR mToken = 0;
bool mStarted = false;
};
std::wstring Utf8ToWide(const std::string& text)
{
if (text.empty())
return std::wstring();
const int required = MultiByteToWideChar(CP_UTF8, 0, text.c_str(), -1, NULL, 0);
if (required <= 1)
return std::wstring();
std::wstring wide(static_cast<std::size_t>(required - 1), L'\0');
MultiByteToWideChar(CP_UTF8, 0, text.c_str(), -1, wide.data(), required);
return wide;
}
void DistanceTransform1D(const std::vector<float>& input, std::vector<float>& output, unsigned count)
{
std::vector<unsigned> locations(count, 0);
std::vector<float> boundaries(static_cast<std::size_t>(count) + 1, 0.0f);
unsigned segment = 0;
locations[0] = 0;
boundaries[0] = -kSdfInfinity;
boundaries[1] = kSdfInfinity;
for (unsigned q = 1; q < count; ++q)
{
float intersection = 0.0f;
for (;;)
{
const unsigned location = locations[segment];
intersection =
((input[q] + static_cast<float>(q * q)) - (input[location] + static_cast<float>(location * location))) /
(2.0f * static_cast<float>(q) - 2.0f * static_cast<float>(location));
if (intersection > boundaries[segment] || segment == 0)
break;
--segment;
}
++segment;
locations[segment] = q;
boundaries[segment] = intersection;
boundaries[segment + 1] = kSdfInfinity;
}
segment = 0;
for (unsigned q = 0; q < count; ++q)
{
while (boundaries[segment + 1] < static_cast<float>(q))
++segment;
const unsigned location = locations[segment];
const float delta = static_cast<float>(q) - static_cast<float>(location);
output[q] = delta * delta + input[location];
}
}
std::vector<float> DistanceTransform2D(const std::vector<unsigned char>& targetMask, unsigned width, unsigned height)
{
std::vector<float> rowInput(width, 0.0f);
std::vector<float> rowOutput(width, 0.0f);
std::vector<float> columnInput(height, 0.0f);
std::vector<float> columnOutput(height, 0.0f);
std::vector<float> rowDistance(static_cast<std::size_t>(width) * height, 0.0f);
std::vector<float> distance(static_cast<std::size_t>(width) * height, 0.0f);
for (unsigned y = 0; y < height; ++y)
{
for (unsigned x = 0; x < width; ++x)
rowInput[x] = targetMask[static_cast<std::size_t>(y) * width + x] ? 0.0f : kSdfInfinity;
DistanceTransform1D(rowInput, rowOutput, width);
for (unsigned x = 0; x < width; ++x)
rowDistance[static_cast<std::size_t>(y) * width + x] = rowOutput[x];
}
for (unsigned x = 0; x < width; ++x)
{
for (unsigned y = 0; y < height; ++y)
columnInput[y] = rowDistance[static_cast<std::size_t>(y) * width + x];
DistanceTransform1D(columnInput, columnOutput, height);
for (unsigned y = 0; y < height; ++y)
distance[static_cast<std::size_t>(y) * width + x] = columnOutput[y];
}
return distance;
}
std::vector<unsigned char> BuildTextSdfTexture(const std::vector<unsigned char>& alpha, unsigned width, unsigned height)
{
std::vector<unsigned char> insideMask(static_cast<std::size_t>(width) * height, 0);
std::vector<unsigned char> outsideMask(static_cast<std::size_t>(width) * height, 0);
for (std::size_t index = 0; index < alpha.size(); ++index)
{
const bool inside = alpha[index] > 127;
insideMask[index] = inside ? 1 : 0;
outsideMask[index] = inside ? 0 : 1;
}
const std::vector<float> distanceToInside = DistanceTransform2D(insideMask, width, height);
const std::vector<float> distanceToOutside = DistanceTransform2D(outsideMask, width, height);
std::vector<unsigned char> sdf(static_cast<std::size_t>(width) * height * 4, 0);
for (unsigned y = 0; y < height; ++y)
{
const unsigned flippedY = height - 1 - y;
for (unsigned x = 0; x < width; ++x)
{
const std::size_t source = static_cast<std::size_t>(y) * width + x;
const float signedDistance = std::sqrt(distanceToOutside[source]) - std::sqrt(distanceToInside[source]);
const float normalized = std::clamp(
0.5f + signedDistance / static_cast<float>(kTextSdfSpread * 2),
0.0f,
1.0f);
const unsigned char value = static_cast<unsigned char>(normalized * 255.0f + 0.5f);
const std::size_t out = (static_cast<std::size_t>(flippedY) * width + x) * 4;
sdf[out + 0] = value;
sdf[out + 1] = value;
sdf[out + 2] = value;
sdf[out + 3] = value;
}
}
return sdf;
}
}
bool RasterizeTextSdf(const std::string& text, const std::filesystem::path& fontPath, std::vector<unsigned char>& sdf, std::string& error)
{
GdiplusSession gdiplus;
if (!gdiplus.started())
{
error = "Could not start GDI+ for text rendering.";
return false;
}
Gdiplus::PrivateFontCollection fontCollection;
Gdiplus::FontFamily fallbackFamily(L"Arial");
Gdiplus::FontFamily* fontFamily = &fallbackFamily;
std::unique_ptr<Gdiplus::FontFamily[]> families;
const std::wstring wideFontPath = fontPath.empty() ? std::wstring() : fontPath.wstring();
if (!wideFontPath.empty())
{
if (fontCollection.AddFontFile(wideFontPath.c_str()) != Gdiplus::Ok)
{
error = "Could not load packaged font file for text rendering: " + fontPath.string();
return false;
}
const INT familyCount = fontCollection.GetFamilyCount();
if (familyCount <= 0)
{
error = "Packaged font did not contain a usable font family: " + fontPath.string();
return false;
}
families.reset(new Gdiplus::FontFamily[familyCount]);
INT found = 0;
if (fontCollection.GetFamilies(familyCount, families.get(), &found) != Gdiplus::Ok || found <= 0)
{
error = "Could not read the packaged font family: " + fontPath.string();
return false;
}
fontFamily = &families[0];
}
Gdiplus::Bitmap bitmap(kTextTextureWidth, kTextTextureHeight, PixelFormat32bppARGB);
Gdiplus::Graphics graphics(&bitmap);
graphics.SetCompositingMode(Gdiplus::CompositingModeSourceCopy);
graphics.Clear(Gdiplus::Color(255, 0, 0, 0));
graphics.SetCompositingMode(Gdiplus::CompositingModeSourceOver);
graphics.SetTextRenderingHint(Gdiplus::TextRenderingHintAntiAlias);
graphics.SetSmoothingMode(Gdiplus::SmoothingModeHighQuality);
Gdiplus::Font font(fontFamily, kTextFontPixelSize, Gdiplus::FontStyleRegular, Gdiplus::UnitPixel);
Gdiplus::SolidBrush brush(Gdiplus::Color(255, 255, 255, 255));
Gdiplus::StringFormat format;
format.SetAlignment(Gdiplus::StringAlignmentNear);
format.SetLineAlignment(Gdiplus::StringAlignmentCenter);
format.SetFormatFlags(Gdiplus::StringFormatFlagsNoWrap | Gdiplus::StringFormatFlagsMeasureTrailingSpaces);
const Gdiplus::RectF layout(
kTextLayoutPadding,
0.0f,
static_cast<Gdiplus::REAL>(kTextTextureWidth) - (kTextLayoutPadding * 2.0f),
static_cast<Gdiplus::REAL>(kTextTextureHeight));
const std::wstring wideText = Utf8ToWide(text);
graphics.DrawString(wideText.c_str(), -1, &font, layout, &format, &brush);
std::vector<unsigned char> alpha(static_cast<std::size_t>(kTextTextureWidth) * kTextTextureHeight, 0);
for (unsigned y = 0; y < kTextTextureHeight; ++y)
{
for (unsigned x = 0; x < kTextTextureWidth; ++x)
{
Gdiplus::Color pixel;
bitmap.GetPixel(x, y, &pixel);
BYTE luminance = pixel.GetRed();
if (pixel.GetGreen() > luminance)
luminance = pixel.GetGreen();
if (pixel.GetBlue() > luminance)
luminance = pixel.GetBlue();
alpha[static_cast<std::size_t>(y) * kTextTextureWidth + x] = static_cast<unsigned char>(luminance);
}
}
sdf = BuildTextSdfTexture(alpha, kTextTextureWidth, kTextTextureHeight);
return true;
}

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@@ -1,10 +0,0 @@
#pragma once
#include <filesystem>
#include <string>
#include <vector>
constexpr unsigned kTextTextureWidth = 4096;
constexpr unsigned kTextTextureHeight = 512;
bool RasterizeTextSdf(const std::string& text, const std::filesystem::path& fontPath, std::vector<unsigned char>& sdf, std::string& error);

View File

@@ -1,222 +0,0 @@
#include "TextureAssetLoader.h"
#include <windows.h>
#include <wincodec.h>
#include <atlbase.h>
#include <algorithm>
#include <cctype>
#include <cstring>
#include <fstream>
#include <sstream>
#include <string>
#include <vector>
#ifndef GL_RGBA32F
#define GL_RGBA32F 0x8814
#endif
namespace
{
std::string LowercaseExtension(const std::filesystem::path& path)
{
std::string extension = path.extension().string();
std::transform(extension.begin(), extension.end(), extension.begin(),
[](unsigned char value) { return static_cast<char>(std::tolower(value)); });
return extension;
}
bool LoadCubeTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error)
{
std::ifstream file(textureAsset.path);
if (!file)
{
error = "Could not open shader LUT asset: " + textureAsset.path.string();
return false;
}
unsigned lutSize = 0;
std::vector<float> values;
std::string line;
while (std::getline(file, line))
{
const std::size_t commentStart = line.find('#');
if (commentStart != std::string::npos)
line.resize(commentStart);
std::istringstream stream(line);
std::string firstToken;
if (!(stream >> firstToken))
continue;
if (firstToken == "TITLE" || firstToken == "DOMAIN_MIN" || firstToken == "DOMAIN_MAX")
continue;
if (firstToken == "LUT_3D_SIZE")
{
stream >> lutSize;
continue;
}
if (firstToken == "LUT_1D_SIZE")
{
error = "Only 3D .cube LUT assets are supported: " + textureAsset.path.string();
return false;
}
float red = 0.0f;
float green = 0.0f;
float blue = 0.0f;
try
{
red = std::stof(firstToken);
}
catch (...)
{
error = "Unsupported .cube directive in shader LUT asset: " + firstToken;
return false;
}
if (!(stream >> green >> blue))
{
error = "Malformed RGB entry in shader LUT asset: " + textureAsset.path.string();
return false;
}
values.push_back(red);
values.push_back(green);
values.push_back(blue);
values.push_back(1.0f);
}
if (lutSize == 0)
{
error = "Shader LUT asset is missing LUT_3D_SIZE: " + textureAsset.path.string();
return false;
}
const std::size_t expectedFloats = static_cast<std::size_t>(lutSize) * lutSize * lutSize * 4;
if (values.size() != expectedFloats)
{
error = "Shader LUT asset entry count does not match LUT_3D_SIZE: " + textureAsset.path.string();
return false;
}
const GLsizei atlasWidth = static_cast<GLsizei>(lutSize * lutSize);
const GLsizei atlasHeight = static_cast<GLsizei>(lutSize);
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, atlasWidth, atlasHeight, 0, GL_RGBA, GL_FLOAT, values.data());
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
}
bool LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error)
{
textureId = 0;
if (LowercaseExtension(textureAsset.path) == ".cube")
return LoadCubeTextureAsset(textureAsset, textureId, error);
HRESULT comInitResult = CoInitializeEx(NULL, COINIT_MULTITHREADED);
const bool shouldUninitializeCom = (comInitResult == S_OK || comInitResult == S_FALSE);
if (FAILED(comInitResult) && comInitResult != RPC_E_CHANGED_MODE)
{
error = "Could not initialize COM to load shader texture assets.";
return false;
}
CComPtr<IWICImagingFactory> imagingFactory;
HRESULT result = CoCreateInstance(CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&imagingFactory));
if (FAILED(result) || !imagingFactory)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not create a WIC imaging factory to load shader texture assets.";
return false;
}
CComPtr<IWICBitmapDecoder> bitmapDecoder;
result = imagingFactory->CreateDecoderFromFilename(textureAsset.path.wstring().c_str(), NULL, GENERIC_READ, WICDecodeMetadataCacheOnLoad, &bitmapDecoder);
if (FAILED(result) || !bitmapDecoder)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not open shader texture asset: " + textureAsset.path.string();
return false;
}
CComPtr<IWICBitmapFrameDecode> bitmapFrame;
result = bitmapDecoder->GetFrame(0, &bitmapFrame);
if (FAILED(result) || !bitmapFrame)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not decode the first frame of shader texture asset: " + textureAsset.path.string();
return false;
}
CComPtr<IWICFormatConverter> formatConverter;
result = imagingFactory->CreateFormatConverter(&formatConverter);
if (FAILED(result) || !formatConverter)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not create a WIC format converter for shader texture asset: " + textureAsset.path.string();
return false;
}
result = formatConverter->Initialize(bitmapFrame, GUID_WICPixelFormat32bppBGRA, WICBitmapDitherTypeNone, NULL, 0.0, WICBitmapPaletteTypeCustom);
if (FAILED(result))
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not convert shader texture asset to BGRA: " + textureAsset.path.string();
return false;
}
UINT width = 0;
UINT height = 0;
result = formatConverter->GetSize(&width, &height);
if (FAILED(result) || width == 0 || height == 0)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Shader texture asset has an invalid size: " + textureAsset.path.string();
return false;
}
const UINT stride = width * 4;
std::vector<unsigned char> pixels(static_cast<std::size_t>(stride) * static_cast<std::size_t>(height));
result = formatConverter->CopyPixels(NULL, stride, static_cast<UINT>(pixels.size()), pixels.data());
if (FAILED(result))
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not read shader texture pixels: " + textureAsset.path.string();
return false;
}
std::vector<unsigned char> flippedPixels(pixels.size());
for (UINT row = 0; row < height; ++row)
{
const std::size_t srcOffset = static_cast<std::size_t>(row) * stride;
const std::size_t dstOffset = static_cast<std::size_t>(height - 1 - row) * stride;
std::memcpy(flippedPixels.data() + dstOffset, pixels.data() + srcOffset, stride);
}
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, static_cast<GLsizei>(width), static_cast<GLsizei>(height), 0, GL_BGRA, GL_UNSIGNED_BYTE, flippedPixels.data());
glBindTexture(GL_TEXTURE_2D, 0);
if (shouldUninitializeCom)
CoUninitialize();
return true;
}

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@@ -1,11 +0,0 @@
#pragma once
#include "GLExtensions.h"
#include "ShaderTypes.h"
#include <windows.h>
#include <gl/gl.h>
#include <string>
bool LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error);

View File

@@ -1,24 +0,0 @@
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by LoopThroughWithOpenGLCompositing.rc
//
#define IDC_MYICON 2
#define IDD_OPENGLOUTPUT_DIALOG 102
#define IDS_APP_TITLE 103
#define IDI_OPENGLOUTPUT 107
#define IDI_SMALL 108
#define IDC_OPENGLOUTPUT 109
#define IDR_MAINFRAME 128
#define IDC_STATIC -1
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NO_MFC 1
#define _APS_NEXT_RESOURCE_VALUE 129
#define _APS_NEXT_COMMAND_VALUE 32771
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 110
#endif
#endif

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@@ -1,43 +0,0 @@
#include "stdafx.h"
#include "HealthTelemetry.h"
#include "RuntimeHost.h"
HealthTelemetry::HealthTelemetry(RuntimeHost& runtimeHost) :
mRuntimeHost(runtimeHost)
{
}
void HealthTelemetry::ReportSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName)
{
mRuntimeHost.WriteSignalStatus(hasSignal, width, height, modeName);
}
bool HealthTelemetry::TryReportSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName)
{
return mRuntimeHost.TryWriteSignalStatus(hasSignal, width, height, modeName);
}
void HealthTelemetry::RecordPerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds)
{
mRuntimeHost.WritePerformanceStats(frameBudgetMilliseconds, renderMilliseconds);
}
bool HealthTelemetry::TryRecordPerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds)
{
return mRuntimeHost.TryWritePerformanceStats(frameBudgetMilliseconds, renderMilliseconds);
}
void HealthTelemetry::RecordFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount)
{
mRuntimeHost.WriteFramePacingStats(completionIntervalMilliseconds, smoothedCompletionIntervalMilliseconds,
maxCompletionIntervalMilliseconds, lateFrameCount, droppedFrameCount, flushedFrameCount);
}
bool HealthTelemetry::TryRecordFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount)
{
return mRuntimeHost.TryWriteFramePacingStats(completionIntervalMilliseconds, smoothedCompletionIntervalMilliseconds,
maxCompletionIntervalMilliseconds, lateFrameCount, droppedFrameCount, flushedFrameCount);
}

View File

@@ -1,29 +0,0 @@
#pragma once
#include <cstdint>
#include <string>
class RuntimeHost;
// Phase 1 compatibility seam for status and timing reporting. The current
// implementation still writes through RuntimeHost, but callers can now target
// HealthTelemetry as the home for operational visibility work.
class HealthTelemetry
{
public:
explicit HealthTelemetry(RuntimeHost& runtimeHost);
void ReportSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName);
bool TryReportSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName);
void RecordPerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds);
bool TryRecordPerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds);
void RecordFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount);
bool TryRecordFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount);
private:
RuntimeHost& mRuntimeHost;
};

View File

@@ -1,45 +0,0 @@
#include "RuntimeClock.h"
#include <chrono>
namespace
{
bool ToUtcTime(std::time_t time, std::tm& utcTime)
{
return gmtime_s(&utcTime, &time) == 0;
}
bool ToLocalTime(std::time_t time, std::tm& localTime)
{
return localtime_s(&localTime, &time) == 0;
}
}
RuntimeClockSnapshot GetRuntimeClockSnapshot()
{
return MakeRuntimeClockSnapshot(std::chrono::system_clock::to_time_t(std::chrono::system_clock::now()));
}
RuntimeClockSnapshot MakeRuntimeClockSnapshot(std::time_t now)
{
RuntimeClockSnapshot snapshot;
std::tm utcTime = {};
if (!ToUtcTime(now, utcTime))
return snapshot;
snapshot.utcTimeSeconds =
static_cast<double>(utcTime.tm_hour * 3600 + utcTime.tm_min * 60 + utcTime.tm_sec);
std::tm localTime = {};
if (!ToLocalTime(now, localTime))
return snapshot;
utcTime.tm_isdst = localTime.tm_isdst;
const std::time_t localAsTime = std::mktime(&localTime);
const std::time_t utcAsLocalTime = std::mktime(&utcTime);
if (localAsTime != static_cast<std::time_t>(-1) && utcAsLocalTime != static_cast<std::time_t>(-1))
snapshot.utcOffsetSeconds = std::difftime(localAsTime, utcAsLocalTime);
return snapshot;
}

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@@ -1,12 +0,0 @@
#pragma once
#include <ctime>
struct RuntimeClockSnapshot
{
double utcTimeSeconds = 0.0;
double utcOffsetSeconds = 0.0;
};
RuntimeClockSnapshot GetRuntimeClockSnapshot();
RuntimeClockSnapshot MakeRuntimeClockSnapshot(std::time_t now);

File diff suppressed because it is too large Load Diff

View File

@@ -1,212 +0,0 @@
#pragma once
#include "HealthTelemetry.h"
#include "RuntimeJson.h"
#include "ShaderTypes.h"
#include <atomic>
#include <chrono>
#include <filesystem>
#include <map>
#include <mutex>
#include <string>
#include <utility>
#include <vector>
class RuntimeHost
{
public:
RuntimeHost();
bool Initialize(std::string& error);
bool PollFileChanges(bool& registryChanged, bool& reloadRequested, std::string& error);
bool ManualReloadRequested();
void ClearReloadRequest();
bool AddLayer(const std::string& shaderId, std::string& error);
bool RemoveLayer(const std::string& layerId, std::string& error);
bool MoveLayer(const std::string& layerId, int direction, std::string& error);
bool MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error);
bool SetLayerBypass(const std::string& layerId, bool bypassed, std::string& error);
bool SetLayerShader(const std::string& layerId, const std::string& shaderId, std::string& error);
bool UpdateLayerParameter(const std::string& layerId, const std::string& parameterId, const JsonValue& newValue, std::string& error);
bool UpdateLayerParameterByControlKey(const std::string& layerKey, const std::string& parameterKey, const JsonValue& newValue, std::string& error);
bool UpdateLayerParameterByControlKey(const std::string& layerKey, const std::string& parameterKey, const JsonValue& newValue, bool persistState, std::string& error);
bool ApplyOscTargetByControlKey(const std::string& layerKey, const std::string& parameterKey, const JsonValue& targetValue, double smoothingAmount, bool& keepApplying, std::string& resolvedLayerId, std::string& resolvedParameterId, ShaderParameterValue& appliedValue, std::string& error);
bool ResetLayerParameters(const std::string& layerId, std::string& error);
bool SaveStackPreset(const std::string& presetName, std::string& error) const;
bool LoadStackPreset(const std::string& presetName, std::string& error);
void SetCompileStatus(bool succeeded, const std::string& message);
void SetSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName);
bool TrySetSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName);
void SetDeckLinkOutputStatus(const std::string& modelName, bool supportsInternalKeying, bool supportsExternalKeying,
bool keyerInterfaceAvailable, bool externalKeyingRequested, bool externalKeyingActive, const std::string& statusMessage);
void SetVideoIOStatus(const std::string& backendName, const std::string& modelName, bool supportsInternalKeying, bool supportsExternalKeying,
bool keyerInterfaceAvailable, bool externalKeyingRequested, bool externalKeyingActive, const std::string& statusMessage);
void SetPerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds);
bool TrySetPerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds);
void SetFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount);
bool TrySetFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount);
void AdvanceFrame();
bool TryAdvanceFrame();
HealthTelemetry& GetHealthTelemetry() { return mHealthTelemetry; }
const HealthTelemetry& GetHealthTelemetry() const { return mHealthTelemetry; }
bool BuildLayerPassFragmentShaderSources(const std::string& layerId, std::vector<ShaderPassBuildSource>& passSources, std::string& error);
std::vector<RuntimeRenderState> GetLayerRenderStates(unsigned outputWidth, unsigned outputHeight) const;
bool TryGetLayerRenderStates(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const;
bool TryRefreshCachedLayerStates(std::vector<RuntimeRenderState>& states) const;
void RefreshDynamicRenderStateFields(std::vector<RuntimeRenderState>& states) const;
std::string BuildStateJson() const;
uint64_t GetRenderStateVersion() const { return mRenderStateVersion.load(std::memory_order_relaxed); }
uint64_t GetParameterStateVersion() const { return mParameterStateVersion.load(std::memory_order_relaxed); }
const std::filesystem::path& GetRepoRoot() const { return mRepoRoot; }
const std::filesystem::path& GetUiRoot() const { return mUiRoot; }
const std::filesystem::path& GetDocsRoot() const { return mDocsRoot; }
const std::filesystem::path& GetRuntimeRoot() const { return mRuntimeRoot; }
unsigned short GetServerPort() const { return mServerPort; }
unsigned short GetOscPort() const { return mConfig.oscPort; }
const std::string& GetOscBindAddress() const { return mConfig.oscBindAddress; }
double GetOscSmoothing() const { return mConfig.oscSmoothing; }
unsigned GetMaxTemporalHistoryFrames() const { return mConfig.maxTemporalHistoryFrames; }
unsigned GetPreviewFps() const { return mConfig.previewFps; }
bool ExternalKeyingEnabled() const { return mConfig.enableExternalKeying; }
const std::string& GetInputVideoFormat() const { return mConfig.inputVideoFormat; }
const std::string& GetInputFrameRate() const { return mConfig.inputFrameRate; }
const std::string& GetOutputVideoFormat() const { return mConfig.outputVideoFormat; }
const std::string& GetOutputFrameRate() const { return mConfig.outputFrameRate; }
void SetServerPort(unsigned short port);
bool AutoReloadEnabled() const { return mAutoReloadEnabled; }
private:
struct AppConfig
{
std::string shaderLibrary = "shaders";
unsigned short serverPort = 8080;
unsigned short oscPort = 9000;
std::string oscBindAddress = "127.0.0.1";
double oscSmoothing = 0.18;
bool autoReload = true;
unsigned maxTemporalHistoryFrames = 4;
unsigned previewFps = 30;
bool enableExternalKeying = false;
std::string inputVideoFormat = "1080p";
std::string inputFrameRate = "59.94";
std::string outputVideoFormat = "1080p";
std::string outputFrameRate = "59.94";
};
struct DeckLinkOutputStatus
{
std::string backendName = "decklink";
std::string modelName;
bool supportsInternalKeying = false;
bool supportsExternalKeying = false;
bool keyerInterfaceAvailable = false;
bool externalKeyingRequested = false;
bool externalKeyingActive = false;
std::string statusMessage;
};
struct LayerPersistentState
{
std::string id;
std::string shaderId;
bool bypass = false;
std::map<std::string, ShaderParameterValue> parameterValues;
};
struct PersistentState
{
std::vector<LayerPersistentState> layers;
};
bool LoadConfig(std::string& error);
bool LoadPersistentState(std::string& error);
bool SavePersistentState(std::string& error) const;
bool ScanShaderPackages(std::string& error);
bool NormalizeAndValidateValue(const ShaderParameterDefinition& definition, const JsonValue& value, ShaderParameterValue& normalizedValue, std::string& error) const;
ShaderParameterValue DefaultValueForDefinition(const ShaderParameterDefinition& definition) const;
void EnsureLayerDefaultsLocked(LayerPersistentState& layerState, const ShaderPackage& shaderPackage) const;
std::string ReadTextFile(const std::filesystem::path& path, std::string& error) const;
bool WriteTextFile(const std::filesystem::path& path, const std::string& contents, std::string& error) const;
bool ResolvePaths(std::string& error);
void BuildLayerRenderStatesLocked(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const;
JsonValue BuildStateValue() const;
JsonValue SerializeLayerStackLocked() const;
bool DeserializeLayerStackLocked(const JsonValue& layersValue, std::vector<LayerPersistentState>& layers, std::string& error);
void NormalizePersistentLayerIdsLocked();
std::vector<std::string> GetStackPresetNamesLocked() const;
std::string MakeSafePresetFileStem(const std::string& presetName) const;
JsonValue SerializeParameterValue(const ShaderParameterDefinition& definition, const ShaderParameterValue& value) const;
std::string TemporalHistorySourceToString(TemporalHistorySource source) const;
LayerPersistentState* FindLayerById(const std::string& layerId);
const LayerPersistentState* FindLayerById(const std::string& layerId) const;
std::string GenerateLayerId();
void WriteSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName);
bool TryWriteSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName);
void SetSignalStatusLocked(bool hasSignal, unsigned width, unsigned height, const std::string& modeName);
void MarkRenderStateDirtyLocked();
void MarkParameterStateDirtyLocked();
void WritePerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds);
bool TryWritePerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds);
void SetPerformanceStatsLocked(double frameBudgetMilliseconds, double renderMilliseconds);
void WriteFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount);
bool TryWriteFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount);
void SetFramePacingStatsLocked(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount);
private:
friend class HealthTelemetry;
HealthTelemetry mHealthTelemetry;
mutable std::mutex mMutex;
AppConfig mConfig;
PersistentState mPersistentState;
std::filesystem::path mRepoRoot;
std::filesystem::path mUiRoot;
std::filesystem::path mDocsRoot;
std::filesystem::path mShaderRoot;
std::filesystem::path mRuntimeRoot;
std::filesystem::path mPresetRoot;
std::filesystem::path mRuntimeStatePath;
std::filesystem::path mConfigPath;
std::filesystem::path mWrapperPath;
std::filesystem::path mGeneratedGlslPath;
std::filesystem::path mPatchedGlslPath;
std::map<std::string, ShaderPackage> mPackagesById;
std::vector<std::string> mPackageOrder;
std::vector<ShaderPackageStatus> mPackageStatuses;
bool mReloadRequested;
bool mCompileSucceeded;
std::string mCompileMessage;
bool mHasSignal;
unsigned mSignalWidth;
unsigned mSignalHeight;
std::string mSignalModeName;
double mFrameBudgetMilliseconds;
double mRenderMilliseconds;
double mSmoothedRenderMilliseconds;
double mCompletionIntervalMilliseconds;
double mSmoothedCompletionIntervalMilliseconds;
double mMaxCompletionIntervalMilliseconds;
double mStartupRandom;
uint64_t mLateFrameCount;
uint64_t mDroppedFrameCount;
uint64_t mFlushedFrameCount;
DeckLinkOutputStatus mDeckLinkOutputStatus;
unsigned short mServerPort;
bool mAutoReloadEnabled;
std::chrono::steady_clock::time_point mStartTime;
std::chrono::steady_clock::time_point mLastScanTime;
std::atomic<uint64_t> mFrameCounter{ 0 };
std::atomic<uint64_t> mRenderStateVersion{ 0 };
std::atomic<uint64_t> mParameterStateVersion{ 0 };
uint64_t mNextLayerId;
};

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@@ -1,153 +0,0 @@
#include "RuntimeSnapshotProvider.h"
#include <utility>
RuntimeSnapshotProvider::RuntimeSnapshotProvider(RuntimeHost& runtimeHost) :
mRuntimeHost(runtimeHost)
{
}
bool RuntimeSnapshotProvider::BuildLayerPassFragmentShaderSources(const std::string& layerId, std::vector<ShaderPassBuildSource>& passSources, std::string& error) const
{
return mRuntimeHost.BuildLayerPassFragmentShaderSources(layerId, passSources, error);
}
RuntimeSnapshotVersions RuntimeSnapshotProvider::GetVersions() const
{
RuntimeSnapshotVersions versions;
versions.renderStateVersion = mRuntimeHost.GetRenderStateVersion();
versions.parameterStateVersion = mRuntimeHost.GetParameterStateVersion();
return versions;
}
RuntimeRenderFrameContext RuntimeSnapshotProvider::GetFrameContext() const
{
std::vector<RuntimeRenderState> stateScratch(1);
mRuntimeHost.RefreshDynamicRenderStateFields(stateScratch);
RuntimeRenderFrameContext frameContext;
const RuntimeRenderState& state = stateScratch.front();
frameContext.timeSeconds = state.timeSeconds;
frameContext.utcTimeSeconds = state.utcTimeSeconds;
frameContext.utcOffsetSeconds = state.utcOffsetSeconds;
frameContext.startupRandom = state.startupRandom;
frameContext.frameCount = state.frameCount;
return frameContext;
}
RuntimeRenderStateSnapshot RuntimeSnapshotProvider::GetRenderStateSnapshot(unsigned outputWidth, unsigned outputHeight) const
{
for (;;)
{
const RuntimeSnapshotVersions versionsBefore = GetVersions();
RuntimeRenderStateSnapshot snapshot;
snapshot.outputWidth = outputWidth;
snapshot.outputHeight = outputHeight;
snapshot.states = mRuntimeHost.GetLayerRenderStates(outputWidth, outputHeight);
const RuntimeSnapshotVersions versionsAfter = GetVersions();
if (versionsBefore.renderStateVersion == versionsAfter.renderStateVersion &&
versionsBefore.parameterStateVersion == versionsAfter.parameterStateVersion)
{
snapshot.versions = versionsAfter;
return snapshot;
}
}
}
bool RuntimeSnapshotProvider::TryGetRenderStateSnapshot(unsigned outputWidth, unsigned outputHeight, RuntimeRenderStateSnapshot& snapshot) const
{
const RuntimeSnapshotVersions versionsBefore = GetVersions();
std::vector<RuntimeRenderState> states;
if (!mRuntimeHost.TryGetLayerRenderStates(outputWidth, outputHeight, states))
return false;
const RuntimeSnapshotVersions versionsAfter = GetVersions();
if (versionsBefore.renderStateVersion != versionsAfter.renderStateVersion ||
versionsBefore.parameterStateVersion != versionsAfter.parameterStateVersion)
{
return false;
}
snapshot.outputWidth = outputWidth;
snapshot.outputHeight = outputHeight;
snapshot.versions = versionsAfter;
snapshot.states = std::move(states);
return true;
}
bool RuntimeSnapshotProvider::TryRefreshSnapshotParameters(RuntimeRenderStateSnapshot& snapshot) const
{
const uint64_t expectedRenderStateVersion = snapshot.versions.renderStateVersion;
if (!mRuntimeHost.TryRefreshCachedLayerStates(snapshot.states))
return false;
const RuntimeSnapshotVersions versions = GetVersions();
if (versions.renderStateVersion != expectedRenderStateVersion)
return false;
snapshot.versions = versions;
return true;
}
void RuntimeSnapshotProvider::ApplyFrameContext(std::vector<RuntimeRenderState>& states, const RuntimeRenderFrameContext& frameContext) const
{
for (RuntimeRenderState& state : states)
{
state.timeSeconds = frameContext.timeSeconds;
state.utcTimeSeconds = frameContext.utcTimeSeconds;
state.utcOffsetSeconds = frameContext.utcOffsetSeconds;
state.startupRandom = frameContext.startupRandom;
state.frameCount = frameContext.frameCount;
}
}
void RuntimeSnapshotProvider::ApplyFrameContext(RuntimeRenderStateSnapshot& snapshot, const RuntimeRenderFrameContext& frameContext) const
{
ApplyFrameContext(snapshot.states, frameContext);
}
std::vector<RuntimeRenderState> RuntimeSnapshotProvider::GetLayerRenderStates(unsigned outputWidth, unsigned outputHeight) const
{
return GetRenderStateSnapshot(outputWidth, outputHeight).states;
}
bool RuntimeSnapshotProvider::TryGetLayerRenderStates(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const
{
RuntimeRenderStateSnapshot snapshot;
if (!TryGetRenderStateSnapshot(outputWidth, outputHeight, snapshot))
return false;
states = std::move(snapshot.states);
return true;
}
bool RuntimeSnapshotProvider::TryRefreshCachedLayerStates(std::vector<RuntimeRenderState>& states) const
{
RuntimeRenderStateSnapshot snapshot;
snapshot.versions.renderStateVersion = mRuntimeHost.GetRenderStateVersion();
snapshot.versions.parameterStateVersion = mRuntimeHost.GetParameterStateVersion();
snapshot.states = states;
if (!TryRefreshSnapshotParameters(snapshot))
return false;
states = std::move(snapshot.states);
return true;
}
void RuntimeSnapshotProvider::RefreshDynamicRenderStateFields(std::vector<RuntimeRenderState>& states) const
{
ApplyFrameContext(states, GetFrameContext());
}
uint64_t RuntimeSnapshotProvider::GetRenderStateVersion() const
{
return GetVersions().renderStateVersion;
}
uint64_t RuntimeSnapshotProvider::GetParameterStateVersion() const
{
return GetVersions().parameterStateVersion;
}

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@@ -1,55 +0,0 @@
#pragma once
#include "RuntimeHost.h"
#include <cstdint>
#include <string>
#include <vector>
struct RuntimeSnapshotVersions
{
uint64_t renderStateVersion = 0;
uint64_t parameterStateVersion = 0;
};
struct RuntimeRenderFrameContext
{
double timeSeconds = 0.0;
double utcTimeSeconds = 0.0;
double utcOffsetSeconds = 0.0;
double startupRandom = 0.0;
double frameCount = 0.0;
};
struct RuntimeRenderStateSnapshot
{
RuntimeSnapshotVersions versions;
unsigned outputWidth = 0;
unsigned outputHeight = 0;
std::vector<RuntimeRenderState> states;
};
class RuntimeSnapshotProvider
{
public:
explicit RuntimeSnapshotProvider(RuntimeHost& runtimeHost);
bool BuildLayerPassFragmentShaderSources(const std::string& layerId, std::vector<ShaderPassBuildSource>& passSources, std::string& error) const;
RuntimeSnapshotVersions GetVersions() const;
RuntimeRenderFrameContext GetFrameContext() const;
RuntimeRenderStateSnapshot GetRenderStateSnapshot(unsigned outputWidth, unsigned outputHeight) const;
bool TryGetRenderStateSnapshot(unsigned outputWidth, unsigned outputHeight, RuntimeRenderStateSnapshot& snapshot) const;
bool TryRefreshSnapshotParameters(RuntimeRenderStateSnapshot& snapshot) const;
void ApplyFrameContext(std::vector<RuntimeRenderState>& states, const RuntimeRenderFrameContext& frameContext) const;
void ApplyFrameContext(RuntimeRenderStateSnapshot& snapshot, const RuntimeRenderFrameContext& frameContext) const;
std::vector<RuntimeRenderState> GetLayerRenderStates(unsigned outputWidth, unsigned outputHeight) const;
bool TryGetLayerRenderStates(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const;
bool TryRefreshCachedLayerStates(std::vector<RuntimeRenderState>& states) const;
void RefreshDynamicRenderStateFields(std::vector<RuntimeRenderState>& states) const;
uint64_t GetRenderStateVersion() const;
uint64_t GetParameterStateVersion() const;
private:
RuntimeHost& mRuntimeHost;
};

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@@ -1,161 +0,0 @@
#include "RuntimeStore.h"
RuntimeStore::RuntimeStore(RuntimeHost& runtimeHost) :
mRuntimeHost(runtimeHost)
{
}
bool RuntimeStore::InitializeStore(std::string& error)
{
return mRuntimeHost.Initialize(error);
}
std::string RuntimeStore::BuildPersistentStateJson() const
{
return mRuntimeHost.BuildStateJson();
}
bool RuntimeStore::CreateStoredLayer(const std::string& shaderId, std::string& error)
{
return mRuntimeHost.AddLayer(shaderId, error);
}
bool RuntimeStore::DeleteStoredLayer(const std::string& layerId, std::string& error)
{
return mRuntimeHost.RemoveLayer(layerId, error);
}
bool RuntimeStore::MoveStoredLayer(const std::string& layerId, int direction, std::string& error)
{
return mRuntimeHost.MoveLayer(layerId, direction, error);
}
bool RuntimeStore::MoveStoredLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error)
{
return mRuntimeHost.MoveLayerToIndex(layerId, targetIndex, error);
}
bool RuntimeStore::SetStoredLayerBypassState(const std::string& layerId, bool bypassed, std::string& error)
{
return mRuntimeHost.SetLayerBypass(layerId, bypassed, error);
}
bool RuntimeStore::SetStoredLayerShaderSelection(const std::string& layerId, const std::string& shaderId, std::string& error)
{
return mRuntimeHost.SetLayerShader(layerId, shaderId, error);
}
bool RuntimeStore::SetStoredParameterValue(const std::string& layerId, const std::string& parameterId, const JsonValue& newValue, std::string& error)
{
return mRuntimeHost.UpdateLayerParameter(layerId, parameterId, newValue, error);
}
bool RuntimeStore::SetStoredParameterValueByControlKey(const std::string& layerKey, const std::string& parameterKey, const JsonValue& newValue, std::string& error)
{
return mRuntimeHost.UpdateLayerParameterByControlKey(layerKey, parameterKey, newValue, error);
}
bool RuntimeStore::SetStoredParameterValueByControlKey(const std::string& layerKey, const std::string& parameterKey, const JsonValue& newValue, bool persistState, std::string& error)
{
return mRuntimeHost.UpdateLayerParameterByControlKey(layerKey, parameterKey, newValue, persistState, error);
}
bool RuntimeStore::ResetStoredLayerParameterValues(const std::string& layerId, std::string& error)
{
return mRuntimeHost.ResetLayerParameters(layerId, error);
}
bool RuntimeStore::SaveStackPresetSnapshot(const std::string& presetName, std::string& error) const
{
return mRuntimeHost.SaveStackPreset(presetName, error);
}
bool RuntimeStore::LoadStackPresetSnapshot(const std::string& presetName, std::string& error)
{
return mRuntimeHost.LoadStackPreset(presetName, error);
}
const std::filesystem::path& RuntimeStore::GetRuntimeRepositoryRoot() const
{
return mRuntimeHost.GetRepoRoot();
}
const std::filesystem::path& RuntimeStore::GetRuntimeUiRoot() const
{
return mRuntimeHost.GetUiRoot();
}
const std::filesystem::path& RuntimeStore::GetRuntimeDocsRoot() const
{
return mRuntimeHost.GetDocsRoot();
}
const std::filesystem::path& RuntimeStore::GetRuntimeDataRoot() const
{
return mRuntimeHost.GetRuntimeRoot();
}
unsigned short RuntimeStore::GetConfiguredControlServerPort() const
{
return mRuntimeHost.GetServerPort();
}
unsigned short RuntimeStore::GetConfiguredOscPort() const
{
return mRuntimeHost.GetOscPort();
}
const std::string& RuntimeStore::GetConfiguredOscBindAddress() const
{
return mRuntimeHost.GetOscBindAddress();
}
double RuntimeStore::GetConfiguredOscSmoothing() const
{
return mRuntimeHost.GetOscSmoothing();
}
unsigned RuntimeStore::GetConfiguredMaxTemporalHistoryFrames() const
{
return mRuntimeHost.GetMaxTemporalHistoryFrames();
}
unsigned RuntimeStore::GetConfiguredPreviewFps() const
{
return mRuntimeHost.GetPreviewFps();
}
bool RuntimeStore::IsExternalKeyingConfigured() const
{
return mRuntimeHost.ExternalKeyingEnabled();
}
const std::string& RuntimeStore::GetConfiguredInputVideoFormat() const
{
return mRuntimeHost.GetInputVideoFormat();
}
const std::string& RuntimeStore::GetConfiguredInputFrameRate() const
{
return mRuntimeHost.GetInputFrameRate();
}
const std::string& RuntimeStore::GetConfiguredOutputVideoFormat() const
{
return mRuntimeHost.GetOutputVideoFormat();
}
const std::string& RuntimeStore::GetConfiguredOutputFrameRate() const
{
return mRuntimeHost.GetOutputFrameRate();
}
void RuntimeStore::SetCompileStatus(bool succeeded, const std::string& message)
{
mRuntimeHost.SetCompileStatus(succeeded, message);
}
void RuntimeStore::ClearReloadRequest()
{
mRuntimeHost.ClearReloadRequest();
}

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@@ -1,50 +0,0 @@
#pragma once
#include "RuntimeHost.h"
#include <filesystem>
#include <string>
class RuntimeStore
{
public:
explicit RuntimeStore(RuntimeHost& runtimeHost);
bool InitializeStore(std::string& error);
std::string BuildPersistentStateJson() const;
bool CreateStoredLayer(const std::string& shaderId, std::string& error);
bool DeleteStoredLayer(const std::string& layerId, std::string& error);
bool MoveStoredLayer(const std::string& layerId, int direction, std::string& error);
bool MoveStoredLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error);
bool SetStoredLayerBypassState(const std::string& layerId, bool bypassed, std::string& error);
bool SetStoredLayerShaderSelection(const std::string& layerId, const std::string& shaderId, std::string& error);
bool SetStoredParameterValue(const std::string& layerId, const std::string& parameterId, const JsonValue& newValue, std::string& error);
bool SetStoredParameterValueByControlKey(const std::string& layerKey, const std::string& parameterKey, const JsonValue& newValue, std::string& error);
bool SetStoredParameterValueByControlKey(const std::string& layerKey, const std::string& parameterKey, const JsonValue& newValue, bool persistState, std::string& error);
bool ResetStoredLayerParameterValues(const std::string& layerId, std::string& error);
bool SaveStackPresetSnapshot(const std::string& presetName, std::string& error) const;
bool LoadStackPresetSnapshot(const std::string& presetName, std::string& error);
const std::filesystem::path& GetRuntimeRepositoryRoot() const;
const std::filesystem::path& GetRuntimeUiRoot() const;
const std::filesystem::path& GetRuntimeDocsRoot() const;
const std::filesystem::path& GetRuntimeDataRoot() const;
unsigned short GetConfiguredControlServerPort() const;
unsigned short GetConfiguredOscPort() const;
const std::string& GetConfiguredOscBindAddress() const;
double GetConfiguredOscSmoothing() const;
unsigned GetConfiguredMaxTemporalHistoryFrames() const;
unsigned GetConfiguredPreviewFps() const;
bool IsExternalKeyingConfigured() const;
const std::string& GetConfiguredInputVideoFormat() const;
const std::string& GetConfiguredInputFrameRate() const;
const std::string& GetConfiguredOutputVideoFormat() const;
const std::string& GetConfiguredOutputFrameRate() const;
void SetCompileStatus(bool succeeded, const std::string& message);
void ClearReloadRequest();
private:
RuntimeHost& mRuntimeHost;
};

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@@ -1,818 +0,0 @@
#include "stdafx.h"
#include "ShaderPackageRegistry.h"
#include "RuntimeJson.h"
#include <algorithm>
#include <cmath>
#include <cctype>
#include <fstream>
#include <sstream>
namespace
{
std::string Trim(const std::string& text)
{
std::size_t start = 0;
while (start < text.size() && std::isspace(static_cast<unsigned char>(text[start])))
++start;
std::size_t end = text.size();
while (end > start && std::isspace(static_cast<unsigned char>(text[end - 1])))
--end;
return text.substr(start, end - start);
}
bool IsFiniteNumber(double value)
{
return std::isfinite(value) != 0;
}
bool ParseShaderParameterType(const std::string& typeName, ShaderParameterType& type)
{
if (typeName == "float")
{
type = ShaderParameterType::Float;
return true;
}
if (typeName == "vec2")
{
type = ShaderParameterType::Vec2;
return true;
}
if (typeName == "color")
{
type = ShaderParameterType::Color;
return true;
}
if (typeName == "bool")
{
type = ShaderParameterType::Boolean;
return true;
}
if (typeName == "enum")
{
type = ShaderParameterType::Enum;
return true;
}
if (typeName == "text")
{
type = ShaderParameterType::Text;
return true;
}
if (typeName == "trigger")
{
type = ShaderParameterType::Trigger;
return true;
}
return false;
}
bool ParseTemporalHistorySource(const std::string& sourceName, TemporalHistorySource& source)
{
if (sourceName == "source")
{
source = TemporalHistorySource::Source;
return true;
}
if (sourceName == "preLayerInput")
{
source = TemporalHistorySource::PreLayerInput;
return true;
}
if (sourceName == "none")
{
source = TemporalHistorySource::None;
return true;
}
return false;
}
std::string ReadTextFile(const std::filesystem::path& path, std::string& error)
{
std::ifstream input(path, std::ios::binary);
if (!input)
{
error = "Could not open file: " + path.string();
return std::string();
}
std::ostringstream buffer;
buffer << input.rdbuf();
return buffer.str();
}
std::string ManifestPathMessage(const std::filesystem::path& manifestPath)
{
return manifestPath.string();
}
bool RequireStringField(const JsonValue& object, const char* fieldName, std::string& value, const std::filesystem::path& manifestPath, std::string& error)
{
const JsonValue* fieldValue = object.find(fieldName);
if (!fieldValue || !fieldValue->isString())
{
error = "Shader manifest is missing required string '" + std::string(fieldName) + "' field: " + ManifestPathMessage(manifestPath);
return false;
}
value = fieldValue->asString();
return true;
}
bool RequireNonEmptyStringField(const JsonValue& object, const char* fieldName, std::string& value, const std::filesystem::path& manifestPath, std::string& error)
{
if (!RequireStringField(object, fieldName, value, manifestPath, error))
return false;
if (Trim(value).empty())
{
error = "Shader manifest string '" + std::string(fieldName) + "' must not be empty: " + ManifestPathMessage(manifestPath);
return false;
}
return true;
}
bool OptionalStringField(const JsonValue& object, const char* fieldName, std::string& value, const std::string& fallback, const std::filesystem::path& manifestPath, std::string& error)
{
const JsonValue* fieldValue = object.find(fieldName);
if (!fieldValue)
{
value = fallback;
return true;
}
if (!fieldValue->isString())
{
error = "Shader manifest field '" + std::string(fieldName) + "' must be a string in: " + ManifestPathMessage(manifestPath);
return false;
}
value = fieldValue->asString();
return true;
}
bool OptionalArrayField(const JsonValue& object, const char* fieldName, const JsonValue*& value, const std::filesystem::path& manifestPath, std::string& error)
{
value = object.find(fieldName);
if (!value)
return true;
if (!value->isArray())
{
error = "Shader manifest '" + std::string(fieldName) + "' field must be an array in: " + ManifestPathMessage(manifestPath);
return false;
}
return true;
}
bool OptionalObjectField(const JsonValue& object, const char* fieldName, const JsonValue*& value, const std::filesystem::path& manifestPath, std::string& error)
{
value = object.find(fieldName);
if (!value)
return true;
if (!value->isObject())
{
error = "Shader manifest '" + std::string(fieldName) + "' field must be an object in: " + ManifestPathMessage(manifestPath);
return false;
}
return true;
}
bool NumberListFromJsonValue(const JsonValue& value, std::vector<double>& numbers, const std::string& fieldName, const std::filesystem::path& manifestPath, std::string& error)
{
if (value.isNumber())
{
numbers.push_back(value.asNumber());
return true;
}
if (value.isArray())
{
numbers = JsonArrayToNumbers(value);
if (numbers.size() != value.asArray().size())
{
error = "Shader parameter field '" + fieldName + "' must contain only numbers in: " + ManifestPathMessage(manifestPath);
return false;
}
return true;
}
error = "Shader parameter field '" + fieldName + "' must be a number or array of numbers in: " + ManifestPathMessage(manifestPath);
return false;
}
bool ValidateShaderIdentifier(const std::string& identifier, const std::string& fieldName, const std::filesystem::path& manifestPath, std::string& error)
{
if (identifier.empty() || !(std::isalpha(static_cast<unsigned char>(identifier.front())) || identifier.front() == '_'))
{
error = "Shader manifest field '" + fieldName + "' must be a valid shader identifier in: " + ManifestPathMessage(manifestPath);
return false;
}
for (char ch : identifier)
{
const unsigned char unsignedCh = static_cast<unsigned char>(ch);
if (!(std::isalnum(unsignedCh) || ch == '_'))
{
error = "Shader manifest field '" + fieldName + "' must be a valid shader identifier in: " + ManifestPathMessage(manifestPath);
return false;
}
}
return true;
}
bool ParseShaderMetadata(const JsonValue& manifestJson, ShaderPackage& shaderPackage, const std::filesystem::path& manifestPath, std::string& error)
{
if (!RequireStringField(manifestJson, "id", shaderPackage.id, manifestPath, error) ||
!RequireStringField(manifestJson, "name", shaderPackage.displayName, manifestPath, error) ||
!OptionalStringField(manifestJson, "description", shaderPackage.description, "", manifestPath, error) ||
!OptionalStringField(manifestJson, "category", shaderPackage.category, "", manifestPath, error) ||
!OptionalStringField(manifestJson, "entryPoint", shaderPackage.entryPoint, "shadeVideo", manifestPath, error))
{
return false;
}
if (!ValidateShaderIdentifier(shaderPackage.entryPoint, "entryPoint", manifestPath, error))
return false;
shaderPackage.directoryPath = manifestPath.parent_path();
shaderPackage.shaderPath = shaderPackage.directoryPath / "shader.slang";
shaderPackage.manifestPath = manifestPath;
return true;
}
bool ParsePassDefinitions(const JsonValue& manifestJson, ShaderPackage& shaderPackage, const std::filesystem::path& manifestPath, std::string& error)
{
const JsonValue* passesValue = nullptr;
if (!OptionalArrayField(manifestJson, "passes", passesValue, manifestPath, error))
return false;
if (!passesValue)
{
// Existing shader packages are treated as a single implicit pass, so
// multipass support does not require manifest churn.
ShaderPassDefinition pass;
pass.id = "main";
pass.entryPoint = shaderPackage.entryPoint;
pass.sourcePath = shaderPackage.shaderPath;
pass.outputName = "layerOutput";
if (!std::filesystem::exists(pass.sourcePath))
{
error = "Shader source not found for package " + shaderPackage.id + ": " + pass.sourcePath.string();
return false;
}
pass.sourceWriteTime = std::filesystem::last_write_time(pass.sourcePath);
shaderPackage.passes.push_back(pass);
return true;
}
if (passesValue->asArray().empty())
{
error = "Shader manifest 'passes' field must not be empty in: " + ManifestPathMessage(manifestPath);
return false;
}
for (const JsonValue& passJson : passesValue->asArray())
{
if (!passJson.isObject())
{
error = "Shader pass entry must be an object in: " + ManifestPathMessage(manifestPath);
return false;
}
std::string passId;
std::string sourcePath;
if (!RequireNonEmptyStringField(passJson, "id", passId, manifestPath, error) ||
!RequireNonEmptyStringField(passJson, "source", sourcePath, manifestPath, error))
{
error = "Shader pass is missing required 'id' or 'source' in: " + ManifestPathMessage(manifestPath);
return false;
}
if (!ValidateShaderIdentifier(passId, "passes[].id", manifestPath, error))
return false;
for (const ShaderPassDefinition& existingPass : shaderPackage.passes)
{
if (existingPass.id == passId)
{
error = "Duplicate shader pass id '" + passId + "' in: " + ManifestPathMessage(manifestPath);
return false;
}
}
ShaderPassDefinition pass;
pass.id = passId;
pass.sourcePath = shaderPackage.directoryPath / sourcePath;
if (!OptionalStringField(passJson, "entryPoint", pass.entryPoint, shaderPackage.entryPoint, manifestPath, error) ||
!OptionalStringField(passJson, "output", pass.outputName, passId, manifestPath, error))
{
return false;
}
if (!ValidateShaderIdentifier(pass.entryPoint, "passes[].entryPoint", manifestPath, error))
return false;
const JsonValue* inputsValue = nullptr;
if (!OptionalArrayField(passJson, "inputs", inputsValue, manifestPath, error))
return false;
if (inputsValue)
{
for (const JsonValue& inputValue : inputsValue->asArray())
{
if (!inputValue.isString())
{
error = "Shader pass inputs must be strings in: " + ManifestPathMessage(manifestPath);
return false;
}
pass.inputNames.push_back(inputValue.asString());
}
}
// Keep source validation in the registry. Bad pass declarations then
// appear as unavailable shaders instead of failing at render time.
if (!std::filesystem::exists(pass.sourcePath))
{
error = "Shader pass source not found for package " + shaderPackage.id + ": " + pass.sourcePath.string();
return false;
}
pass.sourceWriteTime = std::filesystem::last_write_time(pass.sourcePath);
shaderPackage.passes.push_back(pass);
}
shaderPackage.shaderPath = shaderPackage.passes.front().sourcePath;
return true;
}
bool ParseTextureAssets(const JsonValue& manifestJson, ShaderPackage& shaderPackage, const std::filesystem::path& manifestPath, std::string& error)
{
const JsonValue* texturesValue = nullptr;
if (!OptionalArrayField(manifestJson, "textures", texturesValue, manifestPath, error))
return false;
if (!texturesValue)
return true;
for (const JsonValue& textureJson : texturesValue->asArray())
{
if (!textureJson.isObject())
{
error = "Shader texture entry must be an object in: " + ManifestPathMessage(manifestPath);
return false;
}
std::string textureId;
std::string texturePath;
if (!RequireNonEmptyStringField(textureJson, "id", textureId, manifestPath, error) ||
!RequireNonEmptyStringField(textureJson, "path", texturePath, manifestPath, error))
{
error = "Shader texture is missing required 'id' or 'path' in: " + ManifestPathMessage(manifestPath);
return false;
}
if (!ValidateShaderIdentifier(textureId, "textures[].id", manifestPath, error))
return false;
ShaderTextureAsset textureAsset;
textureAsset.id = textureId;
textureAsset.path = shaderPackage.directoryPath / texturePath;
if (!std::filesystem::exists(textureAsset.path))
{
error = "Shader texture asset not found for package " + shaderPackage.id + ": " + textureAsset.path.string();
return false;
}
textureAsset.writeTime = std::filesystem::last_write_time(textureAsset.path);
shaderPackage.textureAssets.push_back(textureAsset);
}
return true;
}
bool ParseFontAssets(const JsonValue& manifestJson, ShaderPackage& shaderPackage, const std::filesystem::path& manifestPath, std::string& error)
{
const JsonValue* fontsValue = nullptr;
if (!OptionalArrayField(manifestJson, "fonts", fontsValue, manifestPath, error))
return false;
if (!fontsValue)
return true;
for (const JsonValue& fontJson : fontsValue->asArray())
{
if (!fontJson.isObject())
{
error = "Shader font entry must be an object in: " + ManifestPathMessage(manifestPath);
return false;
}
std::string fontId;
std::string fontPath;
if (!RequireNonEmptyStringField(fontJson, "id", fontId, manifestPath, error) ||
!RequireNonEmptyStringField(fontJson, "path", fontPath, manifestPath, error))
{
error = "Shader font is missing required 'id' or 'path' in: " + ManifestPathMessage(manifestPath);
return false;
}
if (!ValidateShaderIdentifier(fontId, "fonts[].id", manifestPath, error))
return false;
ShaderFontAsset fontAsset;
fontAsset.id = fontId;
fontAsset.path = shaderPackage.directoryPath / fontPath;
if (!std::filesystem::exists(fontAsset.path))
{
error = "Shader font asset not found for package " + shaderPackage.id + ": " + fontAsset.path.string();
return false;
}
fontAsset.writeTime = std::filesystem::last_write_time(fontAsset.path);
shaderPackage.fontAssets.push_back(fontAsset);
}
return true;
}
bool ParseTemporalSettings(const JsonValue& manifestJson, ShaderPackage& shaderPackage, unsigned maxTemporalHistoryFrames, const std::filesystem::path& manifestPath, std::string& error)
{
const JsonValue* temporalValue = nullptr;
if (!OptionalObjectField(manifestJson, "temporal", temporalValue, manifestPath, error))
return false;
if (!temporalValue)
return true;
const JsonValue* enabledValue = temporalValue->find("enabled");
if (!enabledValue || !enabledValue->asBoolean(false))
return true;
std::string historySourceName;
if (!RequireNonEmptyStringField(*temporalValue, "historySource", historySourceName, manifestPath, error))
{
error = "Temporal shader is missing required 'historySource' in: " + ManifestPathMessage(manifestPath);
return false;
}
const JsonValue* historyLengthValue = temporalValue->find("historyLength");
if (!historyLengthValue || !historyLengthValue->isNumber())
{
error = "Temporal shader is missing required numeric 'historyLength' in: " + ManifestPathMessage(manifestPath);
return false;
}
TemporalHistorySource historySource = TemporalHistorySource::None;
if (!ParseTemporalHistorySource(historySourceName, historySource))
{
error = "Unsupported temporal historySource '" + historySourceName + "' in: " + ManifestPathMessage(manifestPath);
return false;
}
const double requestedHistoryLength = historyLengthValue->asNumber();
if (!IsFiniteNumber(requestedHistoryLength) || requestedHistoryLength <= 0.0 || std::floor(requestedHistoryLength) != requestedHistoryLength)
{
error = "Temporal shader 'historyLength' must be a positive integer in: " + ManifestPathMessage(manifestPath);
return false;
}
shaderPackage.temporal.enabled = true;
shaderPackage.temporal.historySource = historySource;
shaderPackage.temporal.requestedHistoryLength = static_cast<unsigned>(requestedHistoryLength);
shaderPackage.temporal.effectiveHistoryLength = std::min(shaderPackage.temporal.requestedHistoryLength, maxTemporalHistoryFrames);
return true;
}
bool ParseFeedbackSettings(const JsonValue& manifestJson, ShaderPackage& shaderPackage, const std::filesystem::path& manifestPath, std::string& error)
{
const JsonValue* feedbackValue = nullptr;
if (!OptionalObjectField(manifestJson, "feedback", feedbackValue, manifestPath, error))
return false;
if (!feedbackValue)
return true;
const JsonValue* enabledValue = feedbackValue->find("enabled");
if (!enabledValue || !enabledValue->asBoolean(false))
return true;
shaderPackage.feedback.enabled = true;
if (!OptionalStringField(*feedbackValue, "writePass", shaderPackage.feedback.writePassId, "", manifestPath, error))
return false;
if (shaderPackage.feedback.writePassId.empty())
{
if (shaderPackage.passes.empty())
{
error = "Feedback-enabled shader has no passes to target in: " + ManifestPathMessage(manifestPath);
return false;
}
shaderPackage.feedback.writePassId = shaderPackage.passes.back().id;
}
if (!ValidateShaderIdentifier(shaderPackage.feedback.writePassId, "feedback.writePass", manifestPath, error))
return false;
const auto passIt = std::find_if(shaderPackage.passes.begin(), shaderPackage.passes.end(),
[&shaderPackage](const ShaderPassDefinition& pass) { return pass.id == shaderPackage.feedback.writePassId; });
if (passIt == shaderPackage.passes.end())
{
error = "Feedback writePass '" + shaderPackage.feedback.writePassId + "' does not match any declared pass in: " + ManifestPathMessage(manifestPath);
return false;
}
return true;
}
bool ParseParameterNumberField(const JsonValue& parameterJson, const char* fieldName, std::vector<double>& values, const std::filesystem::path& manifestPath, std::string& error)
{
if (const JsonValue* fieldValue = parameterJson.find(fieldName))
return NumberListFromJsonValue(*fieldValue, values, fieldName, manifestPath, error);
return true;
}
bool ParseParameterDefault(const JsonValue& parameterJson, ShaderParameterDefinition& definition, const std::filesystem::path& manifestPath, std::string& error)
{
const JsonValue* defaultValue = parameterJson.find("default");
if (!defaultValue)
return true;
if (definition.type == ShaderParameterType::Boolean)
{
if (!defaultValue->isBoolean())
{
error = "Boolean parameter default must be a boolean for: " + definition.id;
return false;
}
definition.defaultBoolean = defaultValue->asBoolean(false);
return true;
}
if (definition.type == ShaderParameterType::Enum)
{
if (!defaultValue->isString())
{
error = "Enum parameter default must be a string for: " + definition.id;
return false;
}
definition.defaultEnumValue = defaultValue->asString();
return true;
}
if (definition.type == ShaderParameterType::Text)
{
if (!defaultValue->isString())
{
error = "Text parameter default must be a string for: " + definition.id;
return false;
}
definition.defaultTextValue = defaultValue->asString();
return true;
}
return NumberListFromJsonValue(*defaultValue, definition.defaultNumbers, "default", manifestPath, error);
}
bool ParseParameterOptions(const JsonValue& parameterJson, ShaderParameterDefinition& definition, const std::filesystem::path& manifestPath, std::string& error)
{
const JsonValue* optionsValue = nullptr;
if (!OptionalArrayField(parameterJson, "options", optionsValue, manifestPath, error) || !optionsValue)
{
error = "Enum parameter is missing 'options' in: " + ManifestPathMessage(manifestPath);
return false;
}
for (const JsonValue& optionJson : optionsValue->asArray())
{
if (!optionJson.isObject())
{
error = "Enum parameter option must be an object in: " + ManifestPathMessage(manifestPath);
return false;
}
ShaderParameterOption option;
if (!RequireStringField(optionJson, "value", option.value, manifestPath, error) ||
!RequireStringField(optionJson, "label", option.label, manifestPath, error))
{
error = "Enum parameter option is missing 'value' or 'label' in: " + ManifestPathMessage(manifestPath);
return false;
}
definition.enumOptions.push_back(option);
}
bool defaultFound = definition.defaultEnumValue.empty();
for (const ShaderParameterOption& option : definition.enumOptions)
{
if (option.value == definition.defaultEnumValue)
{
defaultFound = true;
break;
}
}
if (!defaultFound)
{
error = "Enum parameter default is not present in its option list for: " + definition.id;
return false;
}
return true;
}
bool ParseParameterDefinition(const JsonValue& parameterJson, ShaderParameterDefinition& definition, const std::filesystem::path& manifestPath, std::string& error)
{
if (!parameterJson.isObject())
{
error = "Shader parameter entry must be an object in: " + ManifestPathMessage(manifestPath);
return false;
}
std::string typeName;
if (!RequireStringField(parameterJson, "id", definition.id, manifestPath, error) ||
!RequireStringField(parameterJson, "label", definition.label, manifestPath, error) ||
!RequireStringField(parameterJson, "type", typeName, manifestPath, error))
{
error = "Shader parameter is missing required fields in: " + ManifestPathMessage(manifestPath);
return false;
}
if (!ParseShaderParameterType(typeName, definition.type))
{
error = "Unsupported parameter type '" + typeName + "' in: " + ManifestPathMessage(manifestPath);
return false;
}
if (!ValidateShaderIdentifier(definition.id, "parameters[].id", manifestPath, error))
return false;
if (!OptionalStringField(parameterJson, "description", definition.description, "", manifestPath, error))
return false;
if (!ParseParameterDefault(parameterJson, definition, manifestPath, error) ||
!ParseParameterNumberField(parameterJson, "min", definition.minNumbers, manifestPath, error) ||
!ParseParameterNumberField(parameterJson, "max", definition.maxNumbers, manifestPath, error) ||
!ParseParameterNumberField(parameterJson, "step", definition.stepNumbers, manifestPath, error))
{
return false;
}
if (definition.type == ShaderParameterType::Text)
{
if (const JsonValue* fontValue = parameterJson.find("font"))
{
if (!fontValue->isString())
{
error = "Text parameter 'font' must be a string for: " + definition.id;
return false;
}
definition.fontId = fontValue->asString();
if (!definition.fontId.empty() && !ValidateShaderIdentifier(definition.fontId, "parameters[].font", manifestPath, error))
return false;
}
if (const JsonValue* maxLengthValue = parameterJson.find("maxLength"))
{
if (!maxLengthValue->isNumber() || maxLengthValue->asNumber() < 1.0 || maxLengthValue->asNumber() > 256.0)
{
error = "Text parameter 'maxLength' must be a number from 1 to 256 for: " + definition.id;
return false;
}
definition.maxLength = static_cast<unsigned>(maxLengthValue->asNumber());
}
}
if (definition.type == ShaderParameterType::Enum)
return ParseParameterOptions(parameterJson, definition, manifestPath, error);
return true;
}
bool ParseParameterDefinitions(const JsonValue& manifestJson, ShaderPackage& shaderPackage, const std::filesystem::path& manifestPath, std::string& error)
{
const JsonValue* parametersValue = nullptr;
if (!OptionalArrayField(manifestJson, "parameters", parametersValue, manifestPath, error))
return false;
if (!parametersValue)
return true;
for (const JsonValue& parameterJson : parametersValue->asArray())
{
ShaderParameterDefinition definition;
if (!ParseParameterDefinition(parameterJson, definition, manifestPath, error))
return false;
shaderPackage.parameters.push_back(definition);
}
return true;
}
std::string UniqueUnavailableShaderId(const std::filesystem::path& manifestPath, const std::string& parsedId)
{
const std::string fallbackId = manifestPath.parent_path().filename().string();
const std::string baseId = parsedId.empty() ? fallbackId : parsedId;
return baseId + "@invalid:" + fallbackId;
}
ShaderPackageStatus BuildUnavailableStatus(const std::filesystem::path& manifestPath, const ShaderPackage& partialPackage, const std::string& packageError)
{
ShaderPackageStatus status;
status.id = UniqueUnavailableShaderId(manifestPath, partialPackage.id);
status.displayName = !partialPackage.displayName.empty() ? partialPackage.displayName : manifestPath.parent_path().filename().string();
status.description = partialPackage.description;
status.category = !partialPackage.category.empty() ? partialPackage.category : "Unavailable";
status.available = false;
status.error = packageError;
return status;
}
ShaderPackageStatus BuildAvailableStatus(const ShaderPackage& shaderPackage)
{
ShaderPackageStatus status;
status.id = shaderPackage.id;
status.displayName = shaderPackage.displayName;
status.description = shaderPackage.description;
status.category = shaderPackage.category;
status.available = true;
return status;
}
}
ShaderPackageRegistry::ShaderPackageRegistry(unsigned maxTemporalHistoryFrames)
: mMaxTemporalHistoryFrames(maxTemporalHistoryFrames)
{
}
bool ShaderPackageRegistry::Scan(
const std::filesystem::path& shaderRoot,
std::map<std::string, ShaderPackage>& packagesById,
std::vector<std::string>& packageOrder,
std::vector<ShaderPackageStatus>& packageStatuses,
std::string& error) const
{
packagesById.clear();
packageOrder.clear();
packageStatuses.clear();
if (!std::filesystem::exists(shaderRoot))
{
error = "Shader library directory does not exist: " + shaderRoot.string();
return false;
}
for (const auto& entry : std::filesystem::directory_iterator(shaderRoot))
{
if (!entry.is_directory())
continue;
std::filesystem::path manifestPath = entry.path() / "shader.json";
if (!std::filesystem::exists(manifestPath))
continue;
ShaderPackage shaderPackage;
if (!ParseManifest(manifestPath, shaderPackage, error))
{
packageStatuses.push_back(BuildUnavailableStatus(manifestPath, shaderPackage, error));
error.clear();
continue;
}
if (packagesById.find(shaderPackage.id) != packagesById.end())
{
packageStatuses.push_back(BuildUnavailableStatus(manifestPath, shaderPackage, "Duplicate shader id found: " + shaderPackage.id));
continue;
}
packageOrder.push_back(shaderPackage.id);
packageStatuses.push_back(BuildAvailableStatus(shaderPackage));
packagesById[shaderPackage.id] = shaderPackage;
}
std::sort(packageOrder.begin(), packageOrder.end());
std::sort(packageStatuses.begin(), packageStatuses.end(), [](const ShaderPackageStatus& left, const ShaderPackageStatus& right) {
return left.displayName < right.displayName;
});
return true;
}
bool ShaderPackageRegistry::ParseManifest(const std::filesystem::path& manifestPath, ShaderPackage& shaderPackage, std::string& error) const
{
const std::string manifestText = ReadTextFile(manifestPath, error);
if (manifestText.empty())
return false;
JsonValue manifestJson;
if (!ParseJson(manifestText, manifestJson, error))
return false;
if (!manifestJson.isObject())
{
error = "Shader manifest root must be an object: " + manifestPath.string();
return false;
}
if (!ParseShaderMetadata(manifestJson, shaderPackage, manifestPath, error))
return false;
if (!ParsePassDefinitions(manifestJson, shaderPackage, manifestPath, error))
return false;
shaderPackage.shaderWriteTime = shaderPackage.passes.front().sourceWriteTime;
for (const ShaderPassDefinition& pass : shaderPackage.passes)
{
if (pass.sourceWriteTime > shaderPackage.shaderWriteTime)
shaderPackage.shaderWriteTime = pass.sourceWriteTime;
}
shaderPackage.manifestWriteTime = std::filesystem::last_write_time(shaderPackage.manifestPath);
return ParseTextureAssets(manifestJson, shaderPackage, manifestPath, error) &&
ParseFontAssets(manifestJson, shaderPackage, manifestPath, error) &&
ParseTemporalSettings(manifestJson, shaderPackage, mMaxTemporalHistoryFrames, manifestPath, error) &&
ParseFeedbackSettings(manifestJson, shaderPackage, manifestPath, error) &&
ParseParameterDefinitions(manifestJson, shaderPackage, manifestPath, error);
}

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/* -LICENSE-START-
** Copyright (c) 2012 Blackmagic Design
**
** Permission is hereby granted, free of charge, to any person or organization
** obtaining a copy of the software and accompanying documentation (the
** "Software") to use, reproduce, display, distribute, sub-license, execute,
** and transmit the Software, and to prepare derivative works of the Software,
** and to permit third-parties to whom the Software is furnished to do so, in
** accordance with:
**
** (1) if the Software is obtained from Blackmagic Design, the End User License
** Agreement for the Software Development Kit ("EULA") available at
** https://www.blackmagicdesign.com/EULA/DeckLinkSDK; or
**
** (2) if the Software is obtained from any third party, such licensing terms
** as notified by that third party,
**
** and all subject to the following:
**
** (3) the copyright notices in the Software and this entire statement,
** including the above license grant, this restriction and the following
** disclaimer, must be included in all copies of the Software, in whole or in
** part, and all derivative works of the Software, unless such copies or
** derivative works are solely in the form of machine-executable object code
** generated by a source language processor.
**
** (4) THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
** OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
** FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
** SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
** FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
** ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
** DEALINGS IN THE SOFTWARE.
**
** A copy of the Software is available free of charge at
** https://www.blackmagicdesign.com/desktopvideo_sdk under the EULA.
**
** -LICENSE-END-
*/
//
// stdafx.cpp : source file that includes just the standard includes
// LoopThroughWithOpenGLCompositing.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"

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@@ -1,65 +0,0 @@
/* -LICENSE-START-
** Copyright (c) 2012 Blackmagic Design
**
** Permission is hereby granted, free of charge, to any person or organization
** obtaining a copy of the software and accompanying documentation (the
** "Software") to use, reproduce, display, distribute, sub-license, execute,
** and transmit the Software, and to prepare derivative works of the Software,
** and to permit third-parties to whom the Software is furnished to do so, in
** accordance with:
**
** (1) if the Software is obtained from Blackmagic Design, the End User License
** Agreement for the Software Development Kit ("EULA") available at
** https://www.blackmagicdesign.com/EULA/DeckLinkSDK; or
**
** (2) if the Software is obtained from any third party, such licensing terms
** as notified by that third party,
**
** and all subject to the following:
**
** (3) the copyright notices in the Software and this entire statement,
** including the above license grant, this restriction and the following
** disclaimer, must be included in all copies of the Software, in whole or in
** part, and all derivative works of the Software, unless such copies or
** derivative works are solely in the form of machine-executable object code
** generated by a source language processor.
**
** (4) THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
** OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
** FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
** SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
** FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
** ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
** DEALINGS IN THE SOFTWARE.
**
** A copy of the Software is available free of charge at
** https://www.blackmagicdesign.com/desktopvideo_sdk under the EULA.
**
** -LICENSE-END-
*/
//
// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#pragma once
#include "targetver.h"
#ifndef NOMINMAX
#define NOMINMAX
#endif
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files:
#include <winsock2.h>
#include <ws2tcpip.h>
#include <windows.h>
// C RunTime Header Files
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>

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@@ -1,64 +0,0 @@
/* -LICENSE-START-
** Copyright (c) 2012 Blackmagic Design
**
** Permission is hereby granted, free of charge, to any person or organization
** obtaining a copy of the software and accompanying documentation (the
** "Software") to use, reproduce, display, distribute, sub-license, execute,
** and transmit the Software, and to prepare derivative works of the Software,
** and to permit third-parties to whom the Software is furnished to do so, in
** accordance with:
**
** (1) if the Software is obtained from Blackmagic Design, the End User License
** Agreement for the Software Development Kit ("EULA") available at
** https://www.blackmagicdesign.com/EULA/DeckLinkSDK; or
**
** (2) if the Software is obtained from any third party, such licensing terms
** as notified by that third party,
**
** and all subject to the following:
**
** (3) the copyright notices in the Software and this entire statement,
** including the above license grant, this restriction and the following
** disclaimer, must be included in all copies of the Software, in whole or in
** part, and all derivative works of the Software, unless such copies or
** derivative works are solely in the form of machine-executable object code
** generated by a source language processor.
**
** (4) THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
** OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
** FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
** SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
** FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
** ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
** DEALINGS IN THE SOFTWARE.
**
** A copy of the Software is available free of charge at
** https://www.blackmagicdesign.com/desktopvideo_sdk under the EULA.
**
** -LICENSE-END-
*/
//
#pragma once
// The following macros define the minimum required platform. The minimum required platform
// is the earliest version of Windows, Internet Explorer etc. that has the necessary features to run
// your application. The macros work by enabling all features available on platform versions up to and
// including the version specified.
// Modify the following defines if you have to target a platform prior to the ones specified below.
// Refer to MSDN for the latest info on corresponding values for different platforms.
#ifndef WINVER // Specifies that the minimum required platform is Windows Vista.
#define WINVER 0x0600 // Change this to the appropriate value to target other versions of Windows.
#endif
#ifndef _WIN32_WINNT // Specifies that the minimum required platform is Windows Vista.
#define _WIN32_WINNT 0x0600 // Change this to the appropriate value to target other versions of Windows.
#endif
#ifndef _WIN32_WINDOWS // Specifies that the minimum required platform is Windows 98.
#define _WIN32_WINDOWS 0x0410 // Change this to the appropriate value to target Windows Me or later.
#endif
#ifndef _WIN32_IE // Specifies that the minimum required platform is Internet Explorer 7.0.
#define _WIN32_IE 0x0700 // Change this to the appropriate value to target other versions of IE.
#endif

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@@ -1,175 +0,0 @@
#include "VideoBackend.h"
#include "DeckLinkSession.h"
#include "OpenGLVideoIOBridge.h"
#include "RenderEngine.h"
#include "HealthTelemetry.h"
VideoBackend::VideoBackend(RenderEngine& renderEngine, HealthTelemetry& healthTelemetry) :
mVideoIODevice(std::make_unique<DeckLinkSession>()),
mBridge(std::make_unique<OpenGLVideoIOBridge>(*mVideoIODevice, renderEngine, healthTelemetry))
{
}
VideoBackend::~VideoBackend()
{
ReleaseResources();
}
void VideoBackend::ReleaseResources()
{
if (mVideoIODevice)
mVideoIODevice->ReleaseResources();
}
bool VideoBackend::DiscoverDevicesAndModes(const VideoFormatSelection& videoModes, std::string& error)
{
return mVideoIODevice->DiscoverDevicesAndModes(videoModes, error);
}
bool VideoBackend::SelectPreferredFormats(const VideoFormatSelection& videoModes, bool outputAlphaRequired, std::string& error)
{
return mVideoIODevice->SelectPreferredFormats(videoModes, outputAlphaRequired, error);
}
bool VideoBackend::ConfigureInput(const VideoFormat& inputVideoMode, std::string& error)
{
return mVideoIODevice->ConfigureInput(
[this](const VideoIOFrame& frame) { mBridge->VideoFrameArrived(frame); },
inputVideoMode,
error);
}
bool VideoBackend::ConfigureOutput(const VideoFormat& outputVideoMode, bool externalKeyingEnabled, std::string& error)
{
return mVideoIODevice->ConfigureOutput(
[this](const VideoIOCompletion& completion) { mBridge->PlayoutFrameCompleted(completion); },
outputVideoMode,
externalKeyingEnabled,
error);
}
bool VideoBackend::Start()
{
return mVideoIODevice->Start();
}
bool VideoBackend::Stop()
{
return mVideoIODevice->Stop();
}
const VideoIOState& VideoBackend::State() const
{
return mVideoIODevice->State();
}
VideoIOState& VideoBackend::MutableState()
{
return mVideoIODevice->MutableState();
}
bool VideoBackend::BeginOutputFrame(VideoIOOutputFrame& frame)
{
return mVideoIODevice->BeginOutputFrame(frame);
}
void VideoBackend::EndOutputFrame(VideoIOOutputFrame& frame)
{
mVideoIODevice->EndOutputFrame(frame);
}
bool VideoBackend::ScheduleOutputFrame(const VideoIOOutputFrame& frame)
{
return mVideoIODevice->ScheduleOutputFrame(frame);
}
void VideoBackend::AccountForCompletionResult(VideoIOCompletionResult result)
{
mVideoIODevice->AccountForCompletionResult(result);
}
bool VideoBackend::HasInputDevice() const
{
return mVideoIODevice->HasInputDevice();
}
bool VideoBackend::HasInputSource() const
{
return mVideoIODevice->HasInputSource();
}
unsigned VideoBackend::InputFrameWidth() const
{
return mVideoIODevice->InputFrameWidth();
}
unsigned VideoBackend::InputFrameHeight() const
{
return mVideoIODevice->InputFrameHeight();
}
unsigned VideoBackend::OutputFrameWidth() const
{
return mVideoIODevice->OutputFrameWidth();
}
unsigned VideoBackend::OutputFrameHeight() const
{
return mVideoIODevice->OutputFrameHeight();
}
unsigned VideoBackend::CaptureTextureWidth() const
{
return mVideoIODevice->CaptureTextureWidth();
}
unsigned VideoBackend::OutputPackTextureWidth() const
{
return mVideoIODevice->OutputPackTextureWidth();
}
VideoIOPixelFormat VideoBackend::InputPixelFormat() const
{
return mVideoIODevice->InputPixelFormat();
}
const std::string& VideoBackend::InputDisplayModeName() const
{
return mVideoIODevice->InputDisplayModeName();
}
const std::string& VideoBackend::OutputModelName() const
{
return mVideoIODevice->OutputModelName();
}
bool VideoBackend::SupportsInternalKeying() const
{
return mVideoIODevice->SupportsInternalKeying();
}
bool VideoBackend::SupportsExternalKeying() const
{
return mVideoIODevice->SupportsExternalKeying();
}
bool VideoBackend::KeyerInterfaceAvailable() const
{
return mVideoIODevice->KeyerInterfaceAvailable();
}
bool VideoBackend::ExternalKeyingActive() const
{
return mVideoIODevice->ExternalKeyingActive();
}
const std::string& VideoBackend::StatusMessage() const
{
return mVideoIODevice->StatusMessage();
}
void VideoBackend::SetStatusMessage(const std::string& message)
{
mVideoIODevice->SetStatusMessage(message);
}

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#pragma once
#include "VideoIOTypes.h"
#include <memory>
#include <string>
class HealthTelemetry;
class OpenGLVideoIOBridge;
class RenderEngine;
class VideoIODevice;
class VideoBackend
{
public:
VideoBackend(RenderEngine& renderEngine, HealthTelemetry& healthTelemetry);
~VideoBackend();
void ReleaseResources();
bool DiscoverDevicesAndModes(const VideoFormatSelection& videoModes, std::string& error);
bool SelectPreferredFormats(const VideoFormatSelection& videoModes, bool outputAlphaRequired, std::string& error);
bool ConfigureInput(const VideoFormat& inputVideoMode, std::string& error);
bool ConfigureOutput(const VideoFormat& outputVideoMode, bool externalKeyingEnabled, std::string& error);
bool Start();
bool Stop();
const VideoIOState& State() const;
VideoIOState& MutableState();
bool BeginOutputFrame(VideoIOOutputFrame& frame);
void EndOutputFrame(VideoIOOutputFrame& frame);
bool ScheduleOutputFrame(const VideoIOOutputFrame& frame);
void AccountForCompletionResult(VideoIOCompletionResult result);
bool HasInputDevice() const;
bool HasInputSource() const;
unsigned InputFrameWidth() const;
unsigned InputFrameHeight() const;
unsigned OutputFrameWidth() const;
unsigned OutputFrameHeight() const;
unsigned CaptureTextureWidth() const;
unsigned OutputPackTextureWidth() const;
VideoIOPixelFormat InputPixelFormat() const;
const std::string& InputDisplayModeName() const;
const std::string& OutputModelName() const;
bool SupportsInternalKeying() const;
bool SupportsExternalKeying() const;
bool KeyerInterfaceAvailable() const;
bool ExternalKeyingActive() const;
const std::string& StatusMessage() const;
void SetStatusMessage(const std::string& message);
private:
std::unique_ptr<VideoIODevice> mVideoIODevice;
std::unique_ptr<OpenGLVideoIOBridge> mBridge;
};

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@@ -1,137 +0,0 @@
#pragma once
#include "DeckLinkDisplayMode.h"
#include "VideoIOFormat.h"
#include <cstdint>
#include <functional>
#include <string>
enum class VideoIOBackend
{
DeckLink
};
enum class VideoIOCompletionResult
{
Completed,
DisplayedLate,
Dropped,
Flushed,
Unknown
};
struct VideoIOConfig
{
VideoFormatSelection videoModes;
bool externalKeyingEnabled = false;
bool preferTenBit = true;
};
struct VideoIOState
{
FrameSize inputFrameSize;
FrameSize outputFrameSize;
VideoIOPixelFormat inputPixelFormat = VideoIOPixelFormat::Uyvy8;
VideoIOPixelFormat outputPixelFormat = VideoIOPixelFormat::Bgra8;
unsigned inputFrameRowBytes = 0;
unsigned outputFrameRowBytes = 0;
unsigned captureTextureWidth = 0;
unsigned outputPackTextureWidth = 0;
std::string inputDisplayModeName = "1080p59.94";
std::string outputDisplayModeName = "1080p59.94";
std::string outputModelName;
std::string statusMessage;
std::string formatStatusMessage;
bool hasInputDevice = false;
bool hasInputSource = false;
bool supportsInternalKeying = false;
bool supportsExternalKeying = false;
bool keyerInterfaceAvailable = false;
bool externalKeyingActive = false;
double frameBudgetMilliseconds = 0.0;
};
struct VideoIOFrame
{
void* bytes = nullptr;
long rowBytes = 0;
unsigned width = 0;
unsigned height = 0;
VideoIOPixelFormat pixelFormat = VideoIOPixelFormat::Uyvy8;
bool hasNoInputSource = false;
};
struct VideoIOOutputFrame
{
void* bytes = nullptr;
long rowBytes = 0;
unsigned width = 0;
unsigned height = 0;
VideoIOPixelFormat pixelFormat = VideoIOPixelFormat::Bgra8;
void* nativeFrame = nullptr;
void* nativeBuffer = nullptr;
};
struct VideoIOCompletion
{
VideoIOCompletionResult result = VideoIOCompletionResult::Completed;
};
struct VideoIOScheduleTime
{
int64_t streamTime = 0;
int64_t duration = 0;
int64_t timeScale = 0;
uint64_t frameIndex = 0;
};
class VideoIODevice
{
public:
using InputFrameCallback = std::function<void(const VideoIOFrame&)>;
using OutputFrameCallback = std::function<void(const VideoIOCompletion&)>;
virtual ~VideoIODevice() = default;
virtual void ReleaseResources() = 0;
virtual bool DiscoverDevicesAndModes(const VideoFormatSelection& videoModes, std::string& error) = 0;
virtual bool SelectPreferredFormats(const VideoFormatSelection& videoModes, bool outputAlphaRequired, std::string& error) = 0;
virtual bool ConfigureInput(InputFrameCallback callback, const VideoFormat& inputVideoMode, std::string& error) = 0;
virtual bool ConfigureOutput(OutputFrameCallback callback, const VideoFormat& outputVideoMode, bool externalKeyingEnabled, std::string& error) = 0;
virtual bool Start() = 0;
virtual bool Stop() = 0;
virtual const VideoIOState& State() const = 0;
virtual VideoIOState& MutableState() = 0;
virtual bool BeginOutputFrame(VideoIOOutputFrame& frame) = 0;
virtual void EndOutputFrame(VideoIOOutputFrame& frame) = 0;
virtual bool ScheduleOutputFrame(const VideoIOOutputFrame& frame) = 0;
virtual void AccountForCompletionResult(VideoIOCompletionResult result) = 0;
bool HasInputDevice() const { return State().hasInputDevice; }
bool HasInputSource() const { return State().hasInputSource; }
bool InputOutputDimensionsDiffer() const { return State().inputFrameSize != State().outputFrameSize; }
const FrameSize& InputFrameSize() const { return State().inputFrameSize; }
const FrameSize& OutputFrameSize() const { return State().outputFrameSize; }
unsigned InputFrameWidth() const { return State().inputFrameSize.width; }
unsigned InputFrameHeight() const { return State().inputFrameSize.height; }
unsigned OutputFrameWidth() const { return State().outputFrameSize.width; }
unsigned OutputFrameHeight() const { return State().outputFrameSize.height; }
VideoIOPixelFormat InputPixelFormat() const { return State().inputPixelFormat; }
VideoIOPixelFormat OutputPixelFormat() const { return State().outputPixelFormat; }
bool InputIsTenBit() const { return VideoIOPixelFormatIsTenBit(State().inputPixelFormat); }
bool OutputIsTenBit() const { return VideoIOPixelFormatIsTenBit(State().outputPixelFormat); }
unsigned InputFrameRowBytes() const { return State().inputFrameRowBytes; }
unsigned OutputFrameRowBytes() const { return State().outputFrameRowBytes; }
unsigned CaptureTextureWidth() const { return State().captureTextureWidth; }
unsigned OutputPackTextureWidth() const { return State().outputPackTextureWidth; }
const std::string& FormatStatusMessage() const { return State().formatStatusMessage; }
const std::string& InputDisplayModeName() const { return State().inputDisplayModeName; }
const std::string& OutputModelName() const { return State().outputModelName; }
bool SupportsInternalKeying() const { return State().supportsInternalKeying; }
bool SupportsExternalKeying() const { return State().supportsExternalKeying; }
bool KeyerInterfaceAvailable() const { return State().keyerInterfaceAvailable; }
bool ExternalKeyingActive() const { return State().externalKeyingActive; }
const std::string& StatusMessage() const { return State().statusMessage; }
double FrameBudgetMilliseconds() const { return State().frameBudgetMilliseconds; }
void SetStatusMessage(const std::string& message) { MutableState().statusMessage = message; }
};

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@@ -1,37 +0,0 @@
#include "VideoPlayoutScheduler.h"
void VideoPlayoutScheduler::Configure(int64_t frameDuration, int64_t timeScale)
{
mFrameDuration = frameDuration;
mTimeScale = timeScale;
Reset();
}
void VideoPlayoutScheduler::Reset()
{
mScheduledFrameIndex = 0;
}
VideoIOScheduleTime VideoPlayoutScheduler::NextScheduleTime()
{
VideoIOScheduleTime time;
time.streamTime = static_cast<int64_t>(mScheduledFrameIndex) * mFrameDuration;
time.duration = mFrameDuration;
time.timeScale = mTimeScale;
time.frameIndex = mScheduledFrameIndex;
++mScheduledFrameIndex;
return time;
}
void VideoPlayoutScheduler::AccountForCompletionResult(VideoIOCompletionResult result)
{
if (result == VideoIOCompletionResult::DisplayedLate || result == VideoIOCompletionResult::Dropped)
mScheduledFrameIndex += 2;
}
double VideoPlayoutScheduler::FrameBudgetMilliseconds() const
{
return mTimeScale != 0
? (static_cast<double>(mFrameDuration) * 1000.0) / static_cast<double>(mTimeScale)
: 0.0;
}

View File

@@ -1,22 +0,0 @@
#pragma once
#include "VideoIOTypes.h"
#include <cstdint>
class VideoPlayoutScheduler
{
public:
void Configure(int64_t frameDuration, int64_t timeScale);
void Reset();
VideoIOScheduleTime NextScheduleTime();
void AccountForCompletionResult(VideoIOCompletionResult result);
double FrameBudgetMilliseconds() const;
uint64_t ScheduledFrameIndex() const { return mScheduledFrameIndex; }
int64_t TimeScale() const { return mTimeScale; }
private:
int64_t mFrameDuration = 0;
int64_t mTimeScale = 0;
uint64_t mScheduledFrameIndex = 0;
};

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@@ -1,146 +0,0 @@
#include "DeckLinkDisplayMode.h"
#include <cctype>
std::string NormalizeModeToken(const std::string& value)
{
std::string normalized;
for (unsigned char ch : value)
{
if (std::isalnum(ch))
normalized.push_back(static_cast<char>(std::tolower(ch)));
}
return normalized;
}
bool ResolveConfiguredDisplayMode(const std::string& videoFormat, const std::string& frameRate, BMDDisplayMode& displayMode, std::string& displayModeName)
{
VideoFormat videoMode;
if (!ResolveConfiguredVideoFormat(videoFormat, frameRate, videoMode))
return false;
displayMode = videoMode.displayMode;
displayModeName = videoMode.displayName;
return true;
}
bool ResolveConfiguredVideoFormat(const std::string& videoFormat, const std::string& frameRate, VideoFormat& videoMode)
{
const std::string formatToken = NormalizeModeToken(videoFormat);
const std::string frameToken = NormalizeModeToken(frameRate);
const std::string combinedToken = formatToken + frameToken;
struct ModeOption
{
const char* token;
BMDDisplayMode mode;
const char* displayName;
};
static const ModeOption options[] =
{
{ "720p50", bmdModeHD720p50, "720p50" },
{ "hd720p50", bmdModeHD720p50, "720p50" },
{ "720p5994", bmdModeHD720p5994, "720p59.94" },
{ "hd720p5994", bmdModeHD720p5994, "720p59.94" },
{ "720p60", bmdModeHD720p60, "720p60" },
{ "hd720p60", bmdModeHD720p60, "720p60" },
{ "1080i50", bmdModeHD1080i50, "1080i50" },
{ "hd1080i50", bmdModeHD1080i50, "1080i50" },
{ "1080i5994", bmdModeHD1080i5994, "1080i59.94" },
{ "hd1080i5994", bmdModeHD1080i5994, "1080i59.94" },
{ "1080i60", bmdModeHD1080i6000, "1080i60" },
{ "hd1080i60", bmdModeHD1080i6000, "1080i60" },
{ "1080p2398", bmdModeHD1080p2398, "1080p23.98" },
{ "hd1080p2398", bmdModeHD1080p2398, "1080p23.98" },
{ "1080p24", bmdModeHD1080p24, "1080p24" },
{ "hd1080p24", bmdModeHD1080p24, "1080p24" },
{ "1080p25", bmdModeHD1080p25, "1080p25" },
{ "hd1080p25", bmdModeHD1080p25, "1080p25" },
{ "1080p2997", bmdModeHD1080p2997, "1080p29.97" },
{ "hd1080p2997", bmdModeHD1080p2997, "1080p29.97" },
{ "1080p30", bmdModeHD1080p30, "1080p30" },
{ "hd1080p30", bmdModeHD1080p30, "1080p30" },
{ "1080p50", bmdModeHD1080p50, "1080p50" },
{ "hd1080p50", bmdModeHD1080p50, "1080p50" },
{ "1080p5994", bmdModeHD1080p5994, "1080p59.94" },
{ "hd1080p5994", bmdModeHD1080p5994, "1080p59.94" },
{ "1080p60", bmdModeHD1080p6000, "1080p60" },
{ "hd1080p60", bmdModeHD1080p6000, "1080p60" },
{ "2160p2398", bmdMode4K2160p2398, "2160p23.98" },
{ "4k2160p2398", bmdMode4K2160p2398, "2160p23.98" },
{ "2160p24", bmdMode4K2160p24, "2160p24" },
{ "4k2160p24", bmdMode4K2160p24, "2160p24" },
{ "2160p25", bmdMode4K2160p25, "2160p25" },
{ "4k2160p25", bmdMode4K2160p25, "2160p25" },
{ "2160p2997", bmdMode4K2160p2997, "2160p29.97" },
{ "4k2160p2997", bmdMode4K2160p2997, "2160p29.97" },
{ "2160p30", bmdMode4K2160p30, "2160p30" },
{ "4k2160p30", bmdMode4K2160p30, "2160p30" },
{ "2160p50", bmdMode4K2160p50, "2160p50" },
{ "4k2160p50", bmdMode4K2160p50, "2160p50" },
{ "2160p5994", bmdMode4K2160p5994, "2160p59.94" },
{ "4k2160p5994", bmdMode4K2160p5994, "2160p59.94" },
{ "2160p60", bmdMode4K2160p60, "2160p60" },
{ "4k2160p60", bmdMode4K2160p60, "2160p60" }
};
for (const ModeOption& option : options)
{
if (combinedToken == option.token || (frameToken.empty() && formatToken == option.token))
{
videoMode.displayMode = option.mode;
videoMode.displayName = option.displayName;
return true;
}
}
return false;
}
bool ResolveConfiguredVideoFormats(
const std::string& inputVideoFormat,
const std::string& inputFrameRate,
const std::string& outputVideoFormat,
const std::string& outputFrameRate,
VideoFormatSelection& videoModes,
std::string& error)
{
if (!ResolveConfiguredVideoFormat(inputVideoFormat, inputFrameRate, videoModes.input))
{
error = "Unsupported DeckLink inputVideoFormat/inputFrameRate in config/runtime-host.json: " +
inputVideoFormat + " / " + inputFrameRate;
return false;
}
if (!ResolveConfiguredVideoFormat(outputVideoFormat, outputFrameRate, videoModes.output))
{
error = "Unsupported DeckLink outputVideoFormat/outputFrameRate in config/runtime-host.json: " +
outputVideoFormat + " / " + outputFrameRate;
return false;
}
return true;
}
bool FindDeckLinkDisplayMode(IDeckLinkDisplayModeIterator* iterator, BMDDisplayMode targetMode, IDeckLinkDisplayMode** foundMode)
{
if (!iterator || !foundMode)
return false;
*foundMode = NULL;
IDeckLinkDisplayMode* candidate = NULL;
while (iterator->Next(&candidate) == S_OK)
{
if (candidate->GetDisplayMode() == targetMode)
{
*foundMode = candidate;
return true;
}
candidate->Release();
candidate = NULL;
}
return false;
}

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@@ -1,104 +0,0 @@
#include "DeckLinkFrameTransfer.h"
#include "DeckLinkSession.h"
////////////////////////////////////////////
// DeckLink Capture Delegate Class
////////////////////////////////////////////
CaptureDelegate::CaptureDelegate(DeckLinkSession* pOwner) :
m_pOwner(pOwner),
mRefCount(1)
{
}
HRESULT CaptureDelegate::QueryInterface(REFIID, LPVOID* ppv)
{
*ppv = NULL;
return E_NOINTERFACE;
}
ULONG CaptureDelegate::AddRef()
{
return InterlockedIncrement(&mRefCount);
}
ULONG CaptureDelegate::Release()
{
int newCount = InterlockedDecrement(&mRefCount);
if (newCount == 0)
delete this;
return newCount;
}
HRESULT CaptureDelegate::VideoInputFrameArrived(IDeckLinkVideoInputFrame* inputFrame, IDeckLinkAudioInputPacket*)
{
if (!inputFrame)
{
// It's possible to receive a NULL inputFrame, but a valid audioPacket. Ignore audio-only frame.
return S_OK;
}
bool hasNoInputSource = (inputFrame->GetFlags() & bmdFrameHasNoInputSource) == bmdFrameHasNoInputSource;
m_pOwner->HandleVideoInputFrame(inputFrame, hasNoInputSource);
return S_OK;
}
HRESULT CaptureDelegate::VideoInputFormatChanged(BMDVideoInputFormatChangedEvents, IDeckLinkDisplayMode*, BMDDetectedVideoInputFormatFlags)
{
return S_OK;
}
////////////////////////////////////////////
// DeckLink Playout Delegate Class
////////////////////////////////////////////
PlayoutDelegate::PlayoutDelegate(DeckLinkSession* pOwner) :
m_pOwner(pOwner),
mRefCount(1)
{
}
HRESULT PlayoutDelegate::QueryInterface(REFIID, LPVOID* ppv)
{
*ppv = NULL;
return E_NOINTERFACE;
}
ULONG PlayoutDelegate::AddRef()
{
return InterlockedIncrement(&mRefCount);
}
ULONG PlayoutDelegate::Release()
{
int newCount = InterlockedDecrement(&mRefCount);
if (newCount == 0)
delete this;
return newCount;
}
HRESULT PlayoutDelegate::ScheduledFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult result)
{
switch (result)
{
case bmdOutputFrameDisplayedLate:
OutputDebugStringA("ScheduledFrameCompleted() frame did not complete: Frame Displayed Late\n");
break;
case bmdOutputFrameDropped:
OutputDebugStringA("ScheduledFrameCompleted() frame did not complete: Frame Dropped\n");
break;
case bmdOutputFrameCompleted:
case bmdOutputFrameFlushed:
// Don't log bmdOutputFrameFlushed result since it is expected when Stop() is called
break;
default:
OutputDebugStringA("ScheduledFrameCompleted() frame did not complete: Unknown error\n");
}
m_pOwner->HandlePlayoutFrameCompleted(completedFrame, result);
return S_OK;
}
HRESULT PlayoutDelegate::ScheduledPlaybackHasStopped()
{
return S_OK;
}

View File

@@ -1,49 +0,0 @@
#pragma once
#include <windows.h>
#include <atomic>
#include "DeckLinkAPI_h.h"
class DeckLinkSession;
////////////////////////////////////////////
// Capture Delegate Class
////////////////////////////////////////////
class CaptureDelegate : public IDeckLinkInputCallback
{
DeckLinkSession* m_pOwner;
LONG mRefCount;
public:
CaptureDelegate(DeckLinkSession* pOwner);
// IUnknown needs only a dummy implementation
virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID iid, LPVOID* ppv);
virtual ULONG STDMETHODCALLTYPE AddRef();
virtual ULONG STDMETHODCALLTYPE Release();
virtual HRESULT STDMETHODCALLTYPE VideoInputFrameArrived(IDeckLinkVideoInputFrame* videoFrame, IDeckLinkAudioInputPacket* audioPacket);
virtual HRESULT STDMETHODCALLTYPE VideoInputFormatChanged(BMDVideoInputFormatChangedEvents notificationEvents, IDeckLinkDisplayMode* newDisplayMode, BMDDetectedVideoInputFormatFlags detectedSignalFlags);
};
////////////////////////////////////////////
// Render Delegate Class
////////////////////////////////////////////
class PlayoutDelegate : public IDeckLinkVideoOutputCallback
{
DeckLinkSession* m_pOwner;
LONG mRefCount;
public:
PlayoutDelegate(DeckLinkSession* pOwner);
// IUnknown needs only a dummy implementation
virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID iid, LPVOID* ppv);
virtual ULONG STDMETHODCALLTYPE AddRef();
virtual ULONG STDMETHODCALLTYPE Release();
virtual HRESULT STDMETHODCALLTYPE ScheduledFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult result);
virtual HRESULT STDMETHODCALLTYPE ScheduledPlaybackHasStopped();
};

View File

@@ -1,621 +0,0 @@
#include "DeckLinkSession.h"
#include "GlRenderConstants.h"
#include <atlbase.h>
#include <cstdio>
#include <cstring>
#include <new>
#include <sstream>
#include <utility>
#include <vector>
namespace
{
std::string BstrToUtf8(BSTR value)
{
if (value == nullptr)
return std::string();
const int requiredBytes = WideCharToMultiByte(CP_UTF8, 0, value, -1, NULL, 0, NULL, NULL);
if (requiredBytes <= 1)
return std::string();
std::vector<char> utf8Name(static_cast<std::size_t>(requiredBytes), '\0');
if (WideCharToMultiByte(CP_UTF8, 0, value, -1, utf8Name.data(), requiredBytes, NULL, NULL) <= 0)
return std::string();
return std::string(utf8Name.data());
}
bool InputSupportsFormat(IDeckLinkInput* input, BMDDisplayMode displayMode, BMDPixelFormat pixelFormat)
{
if (input == nullptr)
return false;
BOOL supported = FALSE;
BMDDisplayMode actualMode = bmdModeUnknown;
const HRESULT result = input->DoesSupportVideoMode(
bmdVideoConnectionUnspecified,
displayMode,
pixelFormat,
bmdNoVideoInputConversion,
bmdSupportedVideoModeDefault,
&actualMode,
&supported);
return result == S_OK && supported != FALSE;
}
bool OutputSupportsFormat(IDeckLinkOutput* output, BMDDisplayMode displayMode, BMDPixelFormat pixelFormat)
{
if (output == nullptr)
return false;
BOOL supported = FALSE;
BMDDisplayMode actualMode = bmdModeUnknown;
const HRESULT result = output->DoesSupportVideoMode(
bmdVideoConnectionUnspecified,
displayMode,
pixelFormat,
bmdNoVideoOutputConversion,
bmdSupportedVideoModeDefault,
&actualMode,
&supported);
return result == S_OK && supported != FALSE;
}
}
DeckLinkSession::~DeckLinkSession()
{
ReleaseResources();
}
void DeckLinkSession::ReleaseResources()
{
if (input != nullptr)
input->SetCallback(nullptr);
captureDelegate.Release();
input.Release();
if (output != nullptr)
output->SetScheduledFrameCompletionCallback(nullptr);
if (keyer != nullptr)
{
keyer->Disable();
mState.externalKeyingActive = false;
}
keyer.Release();
playoutDelegate.Release();
outputVideoFrameQueue.clear();
output.Release();
}
bool DeckLinkSession::DiscoverDevicesAndModes(const VideoFormatSelection& videoModes, std::string& error)
{
CComPtr<IDeckLinkIterator> deckLinkIterator;
CComPtr<IDeckLinkDisplayMode> inputMode;
CComPtr<IDeckLinkDisplayMode> outputMode;
mState.inputDisplayModeName = videoModes.input.displayName;
mState.outputDisplayModeName = videoModes.output.displayName;
HRESULT result = CoCreateInstance(CLSID_CDeckLinkIterator, nullptr, CLSCTX_ALL, IID_IDeckLinkIterator, reinterpret_cast<void**>(&deckLinkIterator));
if (FAILED(result))
{
error = "Please install the Blackmagic DeckLink drivers to use the features of this application.";
return false;
}
CComPtr<IDeckLink> deckLink;
while (deckLinkIterator->Next(&deckLink) == S_OK)
{
int64_t duplexMode;
bool deviceSupportsInternalKeying = false;
bool deviceSupportsExternalKeying = false;
std::string modelName;
CComPtr<IDeckLinkProfileAttributes> deckLinkAttributes;
if (deckLink->QueryInterface(IID_IDeckLinkProfileAttributes, (void**)&deckLinkAttributes) != S_OK)
{
printf("Could not obtain the IDeckLinkProfileAttributes interface\n");
deckLink.Release();
continue;
}
result = deckLinkAttributes->GetInt(BMDDeckLinkDuplex, &duplexMode);
BOOL attributeFlag = FALSE;
if (deckLinkAttributes->GetFlag(BMDDeckLinkSupportsInternalKeying, &attributeFlag) == S_OK)
deviceSupportsInternalKeying = (attributeFlag != FALSE);
attributeFlag = FALSE;
if (deckLinkAttributes->GetFlag(BMDDeckLinkSupportsExternalKeying, &attributeFlag) == S_OK)
deviceSupportsExternalKeying = (attributeFlag != FALSE);
CComBSTR modelNameBstr;
if (deckLinkAttributes->GetString(BMDDeckLinkModelName, &modelNameBstr) == S_OK)
modelName = BstrToUtf8(modelNameBstr);
if (result != S_OK || duplexMode == bmdDuplexInactive)
{
deckLink.Release();
continue;
}
bool inputUsed = false;
if (!input && deckLink->QueryInterface(IID_IDeckLinkInput, (void**)&input) == S_OK)
inputUsed = true;
if (!output && (!inputUsed || (duplexMode == bmdDuplexFull)))
{
if (deckLink->QueryInterface(IID_IDeckLinkOutput, (void**)&output) != S_OK)
output.Release();
else
{
mState.outputModelName = modelName;
mState.supportsInternalKeying = deviceSupportsInternalKeying;
mState.supportsExternalKeying = deviceSupportsExternalKeying;
}
}
deckLink.Release();
if (output && input)
break;
}
if (!output)
{
error = "Expected an Output DeckLink device";
ReleaseResources();
return false;
}
CComPtr<IDeckLinkDisplayModeIterator> inputDisplayModeIterator;
if (input && input->GetDisplayModeIterator(&inputDisplayModeIterator) != S_OK)
{
error = "Cannot get input Display Mode Iterator.";
ReleaseResources();
return false;
}
if (input && !FindDeckLinkDisplayMode(inputDisplayModeIterator, videoModes.input.displayMode, &inputMode))
{
error = "Cannot get specified input BMDDisplayMode for configured mode: " + videoModes.input.displayName;
ReleaseResources();
return false;
}
inputDisplayModeIterator.Release();
CComPtr<IDeckLinkDisplayModeIterator> outputDisplayModeIterator;
if (output->GetDisplayModeIterator(&outputDisplayModeIterator) != S_OK)
{
error = "Cannot get output Display Mode Iterator.";
ReleaseResources();
return false;
}
if (!FindDeckLinkDisplayMode(outputDisplayModeIterator, videoModes.output.displayMode, &outputMode))
{
error = "Cannot get specified output BMDDisplayMode for configured mode: " + videoModes.output.displayName;
ReleaseResources();
return false;
}
mState.outputFrameSize = { static_cast<unsigned>(outputMode->GetWidth()), static_cast<unsigned>(outputMode->GetHeight()) };
mState.inputFrameSize = inputMode
? FrameSize{ static_cast<unsigned>(inputMode->GetWidth()), static_cast<unsigned>(inputMode->GetHeight()) }
: mState.outputFrameSize;
if (!input)
mState.inputDisplayModeName = "No input - black frame";
BMDTimeValue frameDuration = 0;
BMDTimeScale frameTimescale = 0;
outputMode->GetFrameRate(&frameDuration, &frameTimescale);
mScheduler.Configure(frameDuration, frameTimescale);
mState.frameBudgetMilliseconds = mScheduler.FrameBudgetMilliseconds();
mState.inputFrameRowBytes = mState.inputFrameSize.width * 2u;
mState.outputFrameRowBytes = mState.outputFrameSize.width * 4u;
mState.captureTextureWidth = mState.inputFrameSize.width / 2u;
mState.outputPackTextureWidth = mState.outputFrameSize.width;
mState.hasInputDevice = input != nullptr;
mState.hasInputSource = false;
return true;
}
bool DeckLinkSession::SelectPreferredFormats(const VideoFormatSelection& videoModes, bool outputAlphaRequired, std::string& error)
{
if (!output)
{
error = "Expected an Output DeckLink device";
return false;
}
mState.formatStatusMessage.clear();
const bool inputTenBitSupported = input != nullptr && InputSupportsFormat(input, videoModes.input.displayMode, bmdFormat10BitYUV);
mState.inputPixelFormat = input != nullptr ? ChoosePreferredVideoIOFormat(inputTenBitSupported) : VideoIOPixelFormat::Uyvy8;
if (input != nullptr && !inputTenBitSupported)
mState.formatStatusMessage += "DeckLink input does not report 10-bit YUV support for the configured mode; using 8-bit capture. ";
const bool outputTenBitSupported = OutputSupportsFormat(output, videoModes.output.displayMode, bmdFormat10BitYUV);
const bool outputTenBitYuvaSupported = OutputSupportsFormat(output, videoModes.output.displayMode, bmdFormat10BitYUVA);
mState.outputPixelFormat = outputAlphaRequired
? (outputTenBitYuvaSupported ? VideoIOPixelFormat::Yuva10 : VideoIOPixelFormat::Bgra8)
: (outputTenBitSupported ? VideoIOPixelFormat::V210 : VideoIOPixelFormat::Bgra8);
if (outputAlphaRequired && outputTenBitYuvaSupported)
mState.formatStatusMessage += "External keying requires alpha; using 10-bit YUVA output. ";
else if (outputAlphaRequired)
mState.formatStatusMessage += "External keying requires alpha, but DeckLink output does not report 10-bit YUVA support for the configured mode; using 8-bit BGRA output. ";
else if (!outputTenBitSupported)
mState.formatStatusMessage += "DeckLink output does not report 10-bit YUV support for the configured mode; using 8-bit BGRA output. ";
int deckLinkOutputRowBytes = 0;
if (output->RowBytesForPixelFormat(DeckLinkPixelFormatForVideoIO(mState.outputPixelFormat), mState.outputFrameSize.width, &deckLinkOutputRowBytes) != S_OK)
{
error = "DeckLink output setup failed while calculating output row bytes.";
return false;
}
mState.outputFrameRowBytes = static_cast<unsigned>(deckLinkOutputRowBytes);
mState.outputPackTextureWidth = OutputIsTenBit()
? PackedTextureWidthFromRowBytes(mState.outputFrameRowBytes)
: mState.outputFrameSize.width;
if (InputIsTenBit())
{
int deckLinkInputRowBytes = 0;
if (output->RowBytesForPixelFormat(bmdFormat10BitYUV, mState.inputFrameSize.width, &deckLinkInputRowBytes) == S_OK)
mState.inputFrameRowBytes = static_cast<unsigned>(deckLinkInputRowBytes);
else
mState.inputFrameRowBytes = MinimumV210RowBytes(mState.inputFrameSize.width);
}
else
{
mState.inputFrameRowBytes = mState.inputFrameSize.width * 2u;
}
mState.captureTextureWidth = InputIsTenBit()
? PackedTextureWidthFromRowBytes(mState.inputFrameRowBytes)
: mState.inputFrameSize.width / 2u;
std::ostringstream status;
status << "DeckLink formats: capture " << (input ? VideoIOPixelFormatName(mState.inputPixelFormat) : "none")
<< ", output " << VideoIOPixelFormatName(mState.outputPixelFormat) << ".";
if (!mState.formatStatusMessage.empty())
status << " " << mState.formatStatusMessage;
mState.formatStatusMessage = status.str();
return true;
}
bool DeckLinkSession::ConfigureInput(InputFrameCallback callback, const VideoFormat& inputVideoMode, std::string& error)
{
mInputFrameCallback = std::move(callback);
if (!input)
{
mState.hasInputSource = false;
mState.inputDisplayModeName = "No input - black frame";
return true;
}
const BMDPixelFormat deckLinkInputPixelFormat = DeckLinkPixelFormatForVideoIO(mState.inputPixelFormat);
if (input->EnableVideoInput(inputVideoMode.displayMode, deckLinkInputPixelFormat, bmdVideoInputFlagDefault) != S_OK)
{
if (mState.inputPixelFormat == VideoIOPixelFormat::V210)
{
OutputDebugStringA("DeckLink 10-bit input could not be enabled; falling back to 8-bit capture.\n");
mState.inputPixelFormat = VideoIOPixelFormat::Uyvy8;
mState.inputFrameRowBytes = mState.inputFrameSize.width * 2u;
mState.captureTextureWidth = mState.inputFrameSize.width / 2u;
if (input->EnableVideoInput(inputVideoMode.displayMode, bmdFormat8BitYUV, bmdVideoInputFlagDefault) == S_OK)
{
std::ostringstream status;
status << "DeckLink formats: capture " << VideoIOPixelFormatName(mState.inputPixelFormat)
<< ", output " << VideoIOPixelFormatName(mState.outputPixelFormat)
<< ". DeckLink 10-bit input enable failed; using 8-bit capture.";
mState.formatStatusMessage = status.str();
goto input_enabled;
}
}
OutputDebugStringA("DeckLink input could not be enabled; continuing in output-only black-frame mode.\n");
input.Release();
mState.hasInputDevice = false;
mState.hasInputSource = false;
mState.inputDisplayModeName = "No input - black frame";
return true;
}
input_enabled:
captureDelegate.Attach(new (std::nothrow) CaptureDelegate(this));
if (captureDelegate == nullptr)
{
error = "DeckLink input setup failed while creating the capture callback.";
return false;
}
if (input->SetCallback(captureDelegate) != S_OK)
{
error = "DeckLink input setup failed while installing the capture callback.";
return false;
}
return true;
}
bool DeckLinkSession::ConfigureOutput(OutputFrameCallback callback, const VideoFormat& outputVideoMode, bool externalKeyingEnabled, std::string& error)
{
mOutputFrameCallback = std::move(callback);
if (output->EnableVideoOutput(outputVideoMode.displayMode, bmdVideoOutputFlagDefault) != S_OK)
{
error = "DeckLink output setup failed while enabling video output.";
return false;
}
if (output->QueryInterface(IID_IDeckLinkKeyer, (void**)&keyer) == S_OK && keyer != NULL)
mState.keyerInterfaceAvailable = true;
if (externalKeyingEnabled)
{
if (!mState.supportsExternalKeying)
{
mState.statusMessage = "External keying was requested, but the selected DeckLink output does not report external keying support.";
}
else if (!mState.keyerInterfaceAvailable)
{
mState.statusMessage = "External keying was requested, but the selected DeckLink output does not expose the IDeckLinkKeyer interface.";
}
else if (keyer->Enable(TRUE) != S_OK || keyer->SetLevel(255) != S_OK)
{
mState.statusMessage = "External keying was requested, but enabling the DeckLink keyer failed.";
}
else
{
mState.externalKeyingActive = true;
mState.statusMessage = "External keying is active on the selected DeckLink output.";
}
}
else if (mState.supportsExternalKeying)
{
mState.statusMessage = "Selected DeckLink output supports external keying. Set enableExternalKeying to true in runtime-host.json to request it.";
}
for (int i = 0; i < 10; i++)
{
CComPtr<IDeckLinkMutableVideoFrame> outputFrame;
const BMDPixelFormat deckLinkOutputPixelFormat = DeckLinkPixelFormatForVideoIO(mState.outputPixelFormat);
if (output->CreateVideoFrame(mState.outputFrameSize.width, mState.outputFrameSize.height, mState.outputFrameRowBytes, deckLinkOutputPixelFormat, bmdFrameFlagFlipVertical, &outputFrame) != S_OK)
{
error = "DeckLink output setup failed while creating an output video frame.";
return false;
}
outputVideoFrameQueue.push_back(outputFrame);
}
playoutDelegate.Attach(new (std::nothrow) PlayoutDelegate(this));
if (playoutDelegate == nullptr)
{
error = "DeckLink output setup failed while creating the playout callback.";
return false;
}
if (output->SetScheduledFrameCompletionCallback(playoutDelegate) != S_OK)
{
error = "DeckLink output setup failed while installing the scheduled-frame callback.";
return false;
}
if (!mState.formatStatusMessage.empty())
mState.statusMessage = mState.statusMessage.empty() ? mState.formatStatusMessage : mState.formatStatusMessage + " " + mState.statusMessage;
return true;
}
double DeckLinkSession::FrameBudgetMilliseconds() const
{
return mScheduler.FrameBudgetMilliseconds();
}
bool DeckLinkSession::BeginOutputFrame(VideoIOOutputFrame& frame)
{
CComPtr<IDeckLinkMutableVideoFrame> outputVideoFrame = outputVideoFrameQueue.front();
outputVideoFrameQueue.push_back(outputVideoFrame);
outputVideoFrameQueue.pop_front();
CComPtr<IDeckLinkVideoBuffer> outputVideoFrameBuffer;
if (outputVideoFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&outputVideoFrameBuffer) != S_OK)
return false;
if (outputVideoFrameBuffer->StartAccess(bmdBufferAccessWrite) != S_OK)
return false;
void* pFrame = nullptr;
outputVideoFrameBuffer->GetBytes(&pFrame);
frame.bytes = pFrame;
frame.rowBytes = outputVideoFrame->GetRowBytes();
frame.width = mState.outputFrameSize.width;
frame.height = mState.outputFrameSize.height;
frame.pixelFormat = mState.outputPixelFormat;
frame.nativeFrame = outputVideoFrame.p;
frame.nativeBuffer = outputVideoFrameBuffer.Detach();
return true;
}
void DeckLinkSession::EndOutputFrame(VideoIOOutputFrame& frame)
{
IDeckLinkVideoBuffer* outputVideoFrameBuffer = static_cast<IDeckLinkVideoBuffer*>(frame.nativeBuffer);
if (outputVideoFrameBuffer != nullptr)
{
outputVideoFrameBuffer->EndAccess(bmdBufferAccessWrite);
outputVideoFrameBuffer->Release();
}
frame.nativeBuffer = nullptr;
frame.bytes = nullptr;
}
void DeckLinkSession::AccountForCompletionResult(VideoIOCompletionResult completionResult)
{
mScheduler.AccountForCompletionResult(completionResult);
}
bool DeckLinkSession::ScheduleOutputFrame(const VideoIOOutputFrame& frame)
{
IDeckLinkMutableVideoFrame* outputVideoFrame = static_cast<IDeckLinkMutableVideoFrame*>(frame.nativeFrame);
const VideoIOScheduleTime scheduleTime = mScheduler.NextScheduleTime();
if (outputVideoFrame == nullptr || output->ScheduleVideoFrame(outputVideoFrame, scheduleTime.streamTime, scheduleTime.duration, scheduleTime.timeScale) != S_OK)
return false;
return true;
}
bool DeckLinkSession::Start()
{
mScheduler.Reset();
if (!output)
{
MessageBoxA(NULL, "Cannot start playout because no DeckLink output device is available.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
if (outputVideoFrameQueue.empty())
{
MessageBoxA(NULL, "Cannot start playout because the output frame queue is empty.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
for (unsigned i = 0; i < kPrerollFrameCount; i++)
{
CComPtr<IDeckLinkMutableVideoFrame> outputVideoFrame = outputVideoFrameQueue.front();
outputVideoFrameQueue.push_back(outputVideoFrame);
outputVideoFrameQueue.pop_front();
CComPtr<IDeckLinkVideoBuffer> outputVideoFrameBuffer;
if (outputVideoFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&outputVideoFrameBuffer) != S_OK)
{
MessageBoxA(NULL, "Could not query the preroll output frame buffer.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
if (outputVideoFrameBuffer->StartAccess(bmdBufferAccessWrite) != S_OK)
{
MessageBoxA(NULL, "Could not write to the preroll output frame buffer.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
void* pFrame = nullptr;
outputVideoFrameBuffer->GetBytes((void**)&pFrame);
memset(pFrame, 0, outputVideoFrame->GetRowBytes() * mState.outputFrameSize.height);
outputVideoFrameBuffer->EndAccess(bmdBufferAccessWrite);
const VideoIOScheduleTime scheduleTime = mScheduler.NextScheduleTime();
if (output->ScheduleVideoFrame(outputVideoFrame, scheduleTime.streamTime, scheduleTime.duration, scheduleTime.timeScale) != S_OK)
{
MessageBoxA(NULL, "Could not schedule a preroll output frame.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
}
if (input)
{
if (input->StartStreams() != S_OK)
{
MessageBoxA(NULL, "Could not start the DeckLink input stream.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
}
if (output->StartScheduledPlayback(0, mScheduler.TimeScale(), 1.0) != S_OK)
{
MessageBoxA(NULL, "Could not start DeckLink scheduled playback.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
return true;
}
bool DeckLinkSession::Stop()
{
if (keyer != nullptr)
{
keyer->Disable();
mState.externalKeyingActive = false;
}
if (input)
{
input->StopStreams();
input->DisableVideoInput();
}
if (output)
{
output->StopScheduledPlayback(0, NULL, 0);
output->DisableVideoOutput();
}
return true;
}
void DeckLinkSession::HandleVideoInputFrame(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource)
{
mState.hasInputSource = !hasNoInputSource;
if (hasNoInputSource || mInputFrameCallback == nullptr)
{
VideoIOFrame frame;
frame.width = mState.inputFrameSize.width;
frame.height = mState.inputFrameSize.height;
frame.pixelFormat = mState.inputPixelFormat;
frame.hasNoInputSource = hasNoInputSource;
if (mInputFrameCallback)
mInputFrameCallback(frame);
return;
}
CComPtr<IDeckLinkVideoBuffer> inputFrameBuffer;
void* videoPixels = nullptr;
if (inputFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&inputFrameBuffer) != S_OK)
return;
if (inputFrameBuffer->StartAccess(bmdBufferAccessRead) != S_OK)
return;
inputFrameBuffer->GetBytes(&videoPixels);
VideoIOFrame frame;
frame.bytes = videoPixels;
frame.rowBytes = inputFrame->GetRowBytes();
frame.width = static_cast<unsigned>(inputFrame->GetWidth());
frame.height = static_cast<unsigned>(inputFrame->GetHeight());
frame.pixelFormat = mState.inputPixelFormat;
frame.hasNoInputSource = hasNoInputSource;
mInputFrameCallback(frame);
inputFrameBuffer->EndAccess(bmdBufferAccessRead);
}
void DeckLinkSession::HandlePlayoutFrameCompleted(IDeckLinkVideoFrame*, BMDOutputFrameCompletionResult completionResult)
{
if (!mOutputFrameCallback)
return;
VideoIOCompletion completion;
switch (completionResult)
{
case bmdOutputFrameDisplayedLate:
completion.result = VideoIOCompletionResult::DisplayedLate;
break;
case bmdOutputFrameDropped:
completion.result = VideoIOCompletionResult::Dropped;
break;
case bmdOutputFrameFlushed:
completion.result = VideoIOCompletionResult::Flushed;
break;
case bmdOutputFrameCompleted:
completion.result = VideoIOCompletionResult::Completed;
break;
default:
completion.result = VideoIOCompletionResult::Unknown;
break;
}
mOutputFrameCallback(completion);
}

View File

@@ -1,15 +1,55 @@
{
"shaderLibrary": "shaders",
"serverPort": 8080,
"$schema": "./runtime-host.schema.json",
"autoReload": true,
"input": {
"backend": "ndi",
"device": "AIDENLAPTOP (Test Pattern)",
"frameRate": "59.94",
"resolution": "1080p"
},
"maxTemporalHistoryFrames": 12,
"oscBindAddress": "0.0.0.0",
"oscPort": 9000,
"oscSmoothing": 0.18,
"inputVideoFormat": "1080p",
"inputFrameRate": "59.94",
"outputVideoFormat": "1080p",
"outputFrameRate": "59.94",
"autoReload": true,
"maxTemporalHistoryFrames": 12,
"previewFps": 30,
"enableExternalKeying": true
"output": {
"backend": "ndi",
"device": "Shader",
"frameRate": "59.94",
"keying": {
"alphaRequired": false,
"external": false
},
"pixelFormat": "auto",
"resolution": "1080p"
},
"windowOutput": {
"fullscreen": true,
"borderless": true,
"display": "default",
"x": 0,
"y": 0,
"width": 0,
"height": 0,
"vsync": true,
"allowTearing": false
},
"colorPipeline": {
"ocioEnabled": false,
"ocioConfig": "",
"inputColorSpace": "scene_linear",
"workingColorSpace": "scene_linear",
"outputColorSpace": "rec709",
"display": "sRGB",
"view": "Rec.709",
"look": "",
"exposure": 0,
"gamma": 1,
"workingFormat": "rgba16f",
"linearWorkingSpace": true
},
"previewEnabled": true,
"previewFps": 59.94,
"runtimeShaderId": "",
"serverPort": 8080,
"shaderLibrary": "shaders"
}

View File

@@ -0,0 +1,361 @@
{
"$schema": "https://json-schema.org/draft/2020-12/schema",
"$id": "https://render-cadence.local/schemas/runtime-host.schema.json",
"title": "Render Cadence Runtime Host Configuration",
"description": "Startup configuration for the Render Cadence native host. This schema documents the settings currently read by AppConfigProvider.",
"type": "object",
"additionalProperties": false,
"properties": {
"$schema": {
"type": "string",
"description": "Editor-only schema reference. The native host ignores this field."
},
"shaderLibrary": {
"type": "string",
"default": "shaders",
"description": "Path to the shader package library directory. Relative paths are resolved from the process/repo working location."
},
"serverPort": {
"type": "integer",
"minimum": 1,
"maximum": 65535,
"default": 8080,
"description": "Preferred HTTP control server port."
},
"oscBindAddress": {
"type": "string",
"default": "0.0.0.0",
"description": "OSC bind address reserved for the control surface. The current native host reports this through an OSC status stub but does not start the UDP listener yet."
},
"oscPort": {
"type": "integer",
"minimum": 0,
"maximum": 65535,
"default": 9000,
"description": "OSC UDP port reserved for the control surface. Use 0 to mark the OSC stub disabled."
},
"oscSmoothing": {
"type": "number",
"minimum": 0,
"default": 0.18,
"description": "Reserved OSC smoothing amount reported through the OSC status stub."
},
"input": {
"$ref": "#/$defs/input"
},
"output": {
"$ref": "#/$defs/output"
},
"windowOutput": {
"$ref": "#/$defs/windowOutput"
},
"colorPipeline": {
"$ref": "#/$defs/colorPipeline"
},
"autoReload": {
"type": "boolean",
"default": true,
"description": "When true, the runtime control layer may automatically rescan/reload shader packages when requested by the app flow."
},
"maxTemporalHistoryFrames": {
"type": "integer",
"minimum": 0,
"default": 12,
"description": "Maximum temporal history frames exposed to shaders that request history."
},
"previewEnabled": {
"type": "boolean",
"default": false,
"description": "Starts the optional preview window on its own thread."
},
"previewFps": {
"type": "number",
"exclusiveMinimum": 0,
"default": 59.94,
"description": "Target repaint rate for the optional preview window. It does not change render/output cadence."
},
"runtimeShaderId": {
"type": "string",
"default": "",
"description": "Optional startup shader package id used only when no saved runtime layer stack is restored. Leave empty to keep the simple fallback renderer until layers are added or restored."
}
},
"required": [
"shaderLibrary",
"serverPort",
"input",
"output"
],
"$defs": {
"inputBackend": {
"type": "string",
"enum": [
"decklink",
"ndi",
"window",
"fullscreen",
"borderless",
"none",
"disabled",
"off"
]
},
"outputBackend": {
"type": "string",
"enum": [
"decklink",
"ndi",
"none",
"disabled",
"off"
]
},
"resolution": {
"type": "string",
"enum": [
"720p",
"1080i",
"1080p",
"2160p",
"4k",
"uhd"
]
},
"frameRate": {
"type": "string",
"enum": [
"23.98",
"24",
"25",
"29.97",
"30",
"50",
"59.94",
"60"
]
},
"input": {
"type": "object",
"additionalProperties": false,
"description": "Video input backend configuration. DeckLink uses the configured resolution/frameRate as a capture mode. NDI adapts to the received source shape and logs if it differs from these expected values.",
"properties": {
"backend": {
"$ref": "#/$defs/inputBackend",
"default": "decklink",
"description": "Input backend. Use 'decklink' for Blackmagic capture, 'ndi' for NDI receive, or 'none'/'disabled'/'off' for black fallback input."
},
"device": {
"type": "string",
"default": "default",
"description": "Input device/source selector. DeckLink currently uses 'default'. NDI accepts 'default'/'auto' for the first discovered source or an exact NDI source name."
},
"resolution": {
"$ref": "#/$defs/resolution",
"default": "1080p",
"description": "Expected input resolution/mode. For NDI this is advisory only; received source dimensions are used."
},
"frameRate": {
"$ref": "#/$defs/frameRate",
"default": "59.94",
"description": "Expected input frame rate. DeckLink uses this to resolve the hardware mode; NDI currently treats it as an expectation for logging/state."
}
},
"required": [
"backend",
"device",
"resolution",
"frameRate"
]
},
"output": {
"type": "object",
"additionalProperties": false,
"description": "Video output backend configuration.",
"properties": {
"backend": {
"$ref": "#/$defs/outputBackend",
"default": "decklink",
"description": "Output backend. Use 'decklink' for Blackmagic playout, 'ndi' for NDI send, or 'none'/'disabled'/'off' to disable scheduled output."
},
"device": {
"type": "string",
"default": "default",
"description": "Output device selector. DeckLink currently uses the first compatible/default output device. NDI uses this as the advertised sender name; 'default' becomes 'Render Cadence'."
},
"resolution": {
"$ref": "#/$defs/resolution",
"default": "1080p",
"description": "Output render and video mode resolution."
},
"frameRate": {
"$ref": "#/$defs/frameRate",
"default": "59.94",
"description": "Output render cadence and video mode frame rate."
},
"pixelFormat": {
"type": "string",
"enum": [
"auto",
"bgra8",
"uyvy8"
],
"default": "auto",
"description": "Requested system-memory output pixel format. Auto uses UYVY8 for DeckLink/NDI unless Output alpha is enabled, then BGRA8."
},
"keying": {
"type": "object",
"additionalProperties": false,
"description": "Output alpha options. The control UI exposes these as a single Output alpha control.",
"properties": {
"external": {
"type": "boolean",
"default": false,
"description": "DeckLink external-keyer backing field. The control UI only writes this true for DeckLink output."
},
"alphaRequired": {
"type": "boolean",
"default": false,
"description": "General output alpha request. When true, automatic output pixel-format selection uses an alpha-carrying system-frame format."
}
},
"required": [
"external",
"alphaRequired"
]
}
},
"required": [
"backend",
"device",
"resolution",
"frameRate"
]
},
"windowOutput": {
"type": "object",
"additionalProperties": false,
"description": "Reserved settings for a future full-resolution/full-frame-rate borderless or fullscreen video output backend. These are not used by the preview window.",
"properties": {
"fullscreen": {
"type": "boolean",
"default": true,
"description": "When the future window backend is implemented, request exclusive/fullscreen-style presentation."
},
"borderless": {
"type": "boolean",
"default": true,
"description": "When true, the future window backend should create a borderless output window."
},
"display": {
"type": "string",
"default": "default",
"description": "Display/monitor selector for the future window backend."
},
"x": {
"type": "integer",
"default": 0,
"description": "Window X position used when fullscreen is false or when a backend needs explicit placement."
},
"y": {
"type": "integer",
"default": 0,
"description": "Window Y position used when fullscreen is false or when a backend needs explicit placement."
},
"width": {
"type": "integer",
"minimum": 0,
"default": 0,
"description": "Optional window width override. Zero means use output resolution."
},
"height": {
"type": "integer",
"minimum": 0,
"default": 0,
"description": "Optional window height override. Zero means use output resolution."
},
"vsync": {
"type": "boolean",
"default": true,
"description": "Presentation sync request for the future window backend."
},
"allowTearing": {
"type": "boolean",
"default": false,
"description": "Allow tearing for the future window backend when the graphics API and OS support it."
}
}
},
"colorPipeline": {
"type": "object",
"additionalProperties": false,
"description": "Reserved color-management settings for a future OCIO-backed linear RGBA16F render pipeline.",
"properties": {
"ocioEnabled": {
"type": "boolean",
"default": false,
"description": "Enable future OpenColorIO transforms. Currently parsed and reported only."
},
"ocioConfig": {
"type": "string",
"default": "",
"description": "Path to an OCIO config file or package-relative config identifier."
},
"inputColorSpace": {
"type": "string",
"default": "scene_linear",
"description": "Input/video color space to convert from at the input edge."
},
"workingColorSpace": {
"type": "string",
"default": "scene_linear",
"description": "Linear working space shader packages should be able to assume."
},
"outputColorSpace": {
"type": "string",
"default": "rec709",
"description": "Output transform target color space for scheduled video output."
},
"display": {
"type": "string",
"default": "sRGB",
"description": "OCIO display name for preview/window/display transforms."
},
"view": {
"type": "string",
"default": "Rec.709",
"description": "OCIO view name for preview/window/display transforms."
},
"look": {
"type": "string",
"default": "",
"description": "Optional OCIO look name."
},
"exposure": {
"type": "number",
"default": 0,
"description": "Reserved display transform exposure adjustment."
},
"gamma": {
"type": "number",
"exclusiveMinimum": 0,
"default": 1,
"description": "Reserved display transform gamma adjustment."
},
"workingFormat": {
"type": "string",
"enum": [
"rgba16f",
"rgba32f"
],
"default": "rgba16f",
"description": "Future render target/intermediate working format."
},
"linearWorkingSpace": {
"type": "boolean",
"default": true,
"description": "Documents the intended linear-light working pipeline."
}
}
}
}
}

View File

@@ -1,640 +0,0 @@
# Architecture Resilience Review
This note summarizes the main architectural improvements that would make the app more resilient during live use, especially around timing isolation, failure isolation, and recoverability.
Phase checklist:
- [ ] Define subsystem boundaries and target architecture
- [ ] Introduce an internal event model
- [ ] Split `RuntimeHost`
- [ ] Make the render thread the sole GL owner
- [ ] Refactor live state layering into an explicit composition model
- [ ] Move persistence onto a background snapshot writer
- [ ] Make DeckLink/backend lifecycle explicit with a state machine
- [ ] Add structured health, telemetry, and operational reporting
## Timing Review
The recent OSC work removed several control-path stalls, but the app still has a few deeper timing characteristics that matter for live resilience:
- output playout is still effectively render-on-demand from the DeckLink completion callback
- output buffering and preroll are now larger, but the buffering model is still static and only loosely related to actual render cost
- GPU readback is partly asynchronous, but the fallback path still returns to synchronous readback on any miss
- preview presentation is still tied to the playout render path
- background service timing still relies on coarse polling sleeps
Those points are important because they affect not just average performance, but how the app behaves under brief spikes, device jitter, or load bursts.
## Key Findings
### 1. `RuntimeHost` is carrying too many responsibilities
`RuntimeHost` currently acts as:
- config store
- persistent state store
- live parameter/state authority
- shader package registry owner
- status/telemetry sink
- control mutation entrypoint
That makes it a single contention and failure domain. It is also why OSC and render timing issues repeatedly surfaced around shared state access.
Relevant code:
- [RuntimeHost.h](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/runtime/RuntimeHost.h:15)
Recommended direction:
- split persisted config/state from live render-facing state
- separate status/telemetry updates from control mutation paths
- make render consume snapshots rather than sharing a large mutable authority object
### 2. OpenGL ownership is still centralized behind one shared lock
Even after recent timing improvements, preview, input upload, and playout rendering still rely on one shared GL context protected by one `CRITICAL_SECTION`.
Relevant code:
- [OpenGLComposite.h](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/OpenGLComposite.h:93)
- [OpenGLComposite.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/OpenGLComposite.cpp:253)
- [OpenGLVideoIOBridge.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLVideoIOBridge.cpp:70)
This is still a central choke point and limits timing isolation.
Recommended direction:
- use one dedicated render thread as the sole GL owner
- have input/output/control threads queue work instead of performing GL work directly
- remove ad hoc GL use from callback threads
### 3. Control flow is spread across polling and shared-memory patterns
`RuntimeServices` currently mixes:
- file polling
- deferred OSC commit handling
- control service orchestration
OSC ingest, overlay application, and host sync are distributed across several components.
Relevant code:
- [RuntimeServices.h](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/control/RuntimeServices.h:26)
- [RuntimeServices.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/control/RuntimeServices.cpp:178)
Recommended direction:
- introduce a small internal event pipeline or message bus
- use typed events for OSC, reloads, persistence requests, and status changes
- make timing ownership explicit per subsystem
Example event types:
- `OscParameterTargeted`
- `RenderOverlaySettled`
- `PersistStateRequested`
- `ShaderReloadRequested`
- `DeckLinkStatusChanged`
### 4. Error handling is still heavily UI-coupled
Failures are often surfaced via `MessageBoxA`, while background services mainly log with `OutputDebugStringA`.
Relevant code:
- [OpenGLComposite.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/OpenGLComposite.cpp:314)
- [DeckLinkSession.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/videoio/decklink/DeckLinkSession.cpp:478)
- [RuntimeServices.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/control/RuntimeServices.cpp:205)
This is not ideal for a live system where modal dialogs and silent debug logging are both poor operational behavior.
Recommended direction:
- introduce structured in-app error reporting
- define severity levels and counters
- prefer degraded runtime states over modal failure handling where possible
- add a rolling log file for operational troubleshooting
### 5. Live OSC overlay and persisted state are still separate concepts without a formal model
The current design works better now, but it still relies on hand-managed reconciliation between:
- persisted parameter state in `RuntimeHost`
- transient OSC overlay state in `OpenGLComposite`
Relevant code:
- [OpenGLComposite.h](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/OpenGLComposite.h:66)
Recommended direction:
Formalize three layers of state:
- base persisted state
- operator/UI committed state
- transient live automation overlay
Then render can always resolve:
- `final = base + committed + transient`
That avoids special-case sync behavior becoming scattered across the code.
### 6. DeckLink lifecycle could be modeled more explicitly
`DeckLinkSession` has a number of imperative calls, but startup, preroll, running, degraded, and stopped are not represented as an explicit state machine.
Relevant code:
- [DeckLinkSession.h](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/videoio/decklink/DeckLinkSession.h:17)
Recommended direction:
- introduce explicit session states
- define allowed transitions
- centralize recovery behavior
- make shutdown ordering and degraded-mode behavior more predictable
Timing-specific additions:
- separate "device callback received" from "render the next output frame" so output cadence is not driven directly by the completion callback thread
- make playout headroom configurable and adaptive instead of using a fixed compile-time preroll count
- track an explicit backend health state such as `running-steady`, `catching-up`, `late`, and `dropping`
Relevant timing code:
- [OpenGLVideoIOBridge.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLVideoIOBridge.cpp:86)
- [DeckLinkSession.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/videoio/decklink/DeckLinkSession.cpp:420)
- [DeckLinkSession.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/videoio/decklink/DeckLinkSession.cpp:487)
- [VideoPlayoutScheduler.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/videoio/VideoPlayoutScheduler.cpp:26)
Why this matters:
- `PlayoutFrameCompleted()` currently begins an output frame, takes the shared GL path, renders, reads back, and schedules the next frame in one callback-driven flow.
- `VideoPlayoutScheduler::AccountForCompletionResult()` currently reacts to both late and dropped frames by blindly advancing the schedule index by `2`, which is simple but not especially robust.
- `kPrerollFrameCount` is now `12`, but `DeckLinkSession::ConfigureOutput()` still creates a fixed pool of `10` mutable output frames. That mismatch suggests the buffering model is not being sized from one coherent source of truth.
Recommended direction:
- move playout to a producer/consumer model where a render worker fills output buffers ahead of the DeckLink callback
- define buffer-pool sizing from one policy object, for example: preroll depth, minimum spare buffers, and allowed catch-up depth
- replace fixed "skip two frames" recovery with measured lag accounting based on actual scheduled-versus-completed position
- expose playout latency as a runtime setting or policy, rather than burying it in a constant
### 6a. The current playout timing model is still callback-coupled
The app now has more headroom, but the next output frame is still produced directly in the scheduled-frame completion callback path.
Relevant code:
- [OpenGLVideoIOBridge.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLVideoIOBridge.cpp:86)
- [DeckLinkFrameTransfer.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/videoio/decklink/DeckLinkFrameTransfer.cpp:53)
That means the completion callback is currently responsible for:
- frame pacing accounting
- acquiring the next output buffer
- taking the GL critical section
- rendering the composite
- performing output readback
- scheduling the next frame
This works when the app is comfortably within budget, but it makes deadline misses much harder to absorb gracefully.
Recommended direction:
- make the DeckLink callback a lightweight notifier
- have a dedicated playout worker or render worker keep an ahead-of-time queue of ready output frames
- treat callback time as control-plane time, not render time
### 6b. A producer/consumer playout model would be a better long-term fit
The stronger architecture for this app is:
- a render scheduler or dedicated render thread runs at the configured video cadence
- rendering produces completed output frames ahead of need
- those frames are placed into a bounded queue or ring buffer
- the DeckLink side consumes already-prepared frames when callbacks indicate they are needed
That is a better fit than callback-driven rendering because it separates:
- render timing
- GL ownership
- output-device timing
- latency policy
In that model:
- render is the producer
- DeckLink is the timing consumer
- the queue between them becomes the main place to manage latency versus resilience
Why this is preferable:
- brief callback jitter is less likely to become a visible dropped frame
- render spikes can be absorbed by queue headroom instead of immediately missing output deadlines
- latency becomes an explicit policy choice rather than an incidental side effect of callback timing
- queue depth, underruns, stale-frame reuse, and catch-up behavior become measurable and tunable
Recommended direction:
- move toward a bounded producer/consumer playout queue
- make queue depth and target headroom runtime policy, not compile-time constants
- define explicit underrun behavior, for example:
- reuse newest completed frame
- reuse last scheduled frame
- output black or degraded frame
- keep DeckLink callbacks limited to dequeue/schedule/accounting work wherever possible
### 7. Persistence should be more asynchronous and debounced
`SavePersistentState()` is still called directly from many update paths.
Relevant code:
- [RuntimeHost.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/runtime/RuntimeHost.cpp:1841)
Recent OSC work already reduced this problem for live automation, but the broader architecture would still benefit from:
- a debounced persistence queue
- atomic write-behind snapshots
- clear separation between state mutation and disk flush
This improves both resilience and timing safety.
### 8. Telemetry is useful, but still too coarse
The app already records render timing and playout pacing, which is a good foundation.
Relevant code:
- [OpenGLRenderPipeline.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLRenderPipeline.cpp:24)
- [OpenGLVideoIOBridge.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLVideoIOBridge.cpp:24)
Recommended direction:
Add lightweight tracing for:
- input callback latency
- input upload skip count
- GL lock wait time
- render queue depth
- render time
- pass build/compile latency
- readback time
- output scheduling lag
- output queue depth
- preroll depth versus spare-buffer depth
- preview present cost and skipped-preview count
- control queue depth
- `RuntimeHost` lock contention
That would make future tuning and failure diagnosis much easier.
Timing-specific observations from the current code:
- render time is captured as one total number in [OpenGLRenderPipeline.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLRenderPipeline.cpp:24), but not split into draw, pack, readback wait, readback copy, or preview present
- frame pacing stats are recorded in [OpenGLVideoIOBridge.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLVideoIOBridge.cpp:17), but there is no explicit visibility into how much queued playout headroom remains
- input uploads are intentionally skipped when the GL bridge is busy in [OpenGLVideoIOBridge.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLVideoIOBridge.cpp:60), but the app does not currently surface how often that is happening
### 8a. Preview and playout are still too close together
The desktop preview is rate-limited, but still presented from inside the render pipeline path.
Relevant code:
- [OpenGLRenderPipeline.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLRenderPipeline.cpp:54)
- [OpenGLComposite.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/OpenGLComposite.cpp:235)
This means preview presentation can still consume time on the same path that is trying to meet output deadlines.
Recommended direction:
- treat preview as best-effort and entirely subordinate to playout
- move preview present to a separate presentation schedule fed from the latest completed render
- record preview skips and preview present cost independently from playout timing
### 8b. Readback is improved, but still not fully deadline-safe
The async readback path is a good step, but the miss path still falls back to synchronous `glReadPixels()` and then flushes the async pipeline.
Relevant code:
- [OpenGLRenderPipeline.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLRenderPipeline.cpp:150)
- [OpenGLRenderPipeline.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLRenderPipeline.cpp:228)
That means a single late GPU fence can push the app back onto the most timing-sensitive path exactly when it is already under pressure.
Recommended direction:
- increase readback instrumentation before changing policy again
- consider deeper readback buffering or a true stale-frame reuse policy instead of immediate synchronous fallback
- separate "freshest possible frame" policy from "never miss output deadline" policy and make that tradeoff explicit
### 8c. Background control and file-watch timing are still coarse
`RuntimeServices::PollLoop()` currently uses a `25 x Sleep(10)` loop, which gives it a coarse `~250 ms` cadence for file-watch polling and deferred OSC commit work.
Relevant code:
- [RuntimeServices.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/control/RuntimeServices.cpp:245)
That is acceptable for non-critical background work, but it is still too blunt to be the long-term timing model for coordination-heavy runtime services.
Recommended direction:
- replace coarse sleep polling with waitable events or condition-variable driven wakeups where practical
- isolate truly background work from latency-sensitive control reconciliation
- add separate metrics for queue age, not just queue depth
## Phased Roadmap
This roadmap is ordered by architectural dependency rather than by “quick wins.” The goal is to move the app toward clearer ownership boundaries and safer live behavior without doing later work on top of foundations that are likely to change again.
### Phase 1. Define subsystem boundaries and target architecture
Before changing major internals, formalize the target responsibilities for each major part of the app.
Target split:
- `RuntimeStore`
- persisted config
- persisted layer stack
- preset persistence
- `RuntimeSnapshot`
- render-facing immutable or near-immutable snapshots
- parameter values prepared for the render path
- `ControlServices`
- OSC ingress
- web control ingress
- reload/file-watch requests
- commit/persist requests
- `RenderEngine`
- sole owner of live GL rendering
- sole consumer of render snapshots plus transient overlays
- `VideoBackend`
- DeckLink input/output lifecycle
- pacing and scheduling
- `Health/Telemetry`
- logging
- counters
- timing traces
- degraded-state reporting
Why this phase comes first:
- it prevents later refactors from reintroducing responsibility overlap
- it gives names to the seams the later phases will build around
- it reduces the risk of replacing one monolith with several poorly-defined ones
Suggested deliverables:
- a short architecture diagram
- a responsibility table for each subsystem
- a list of allowed dependencies between subsystems
- a dedicated Phase 1 design note:
- [PHASE_1_SUBSYSTEM_BOUNDARIES_DESIGN.md](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/docs/PHASE_1_SUBSYSTEM_BOUNDARIES_DESIGN.md)
### Phase 2. Introduce an internal event model
Once subsystem boundaries are defined, introduce a typed event pipeline between them. This should happen before large state splits so the app has a stable coordination model.
Example event families:
- control events
- `OscParameterTargeted`
- `UiParameterCommitted`
- `TriggerFired`
- runtime events
- `ShaderReloadRequested`
- `PackagesRescanned`
- `PersistStateRequested`
- render events
- `OverlayApplied`
- `OverlaySettled`
- `SnapshotPublished`
- backend events
- `InputSignalChanged`
- `OutputLateFrameDetected`
- `OutputDroppedFrameDetected`
- health events
- `SubsystemWarningRaised`
- `SubsystemRecovered`
Why this phase comes second:
- it provides a migration path away from direct cross-calls
- it makes ownership explicit before data structures are split apart
- it lets you move one subsystem at a time without losing coordination
Suggested outcome:
- the app stops relying on “shared object plus mutex plus polling” as the default coordination pattern
### Phase 3. Split `RuntimeHost` into persistent state, render snapshot state, and service-facing coordination
After the event model exists, break apart `RuntimeHost`.
Recommended split:
- `RuntimeStore`
- owns config and saved layer data
- handles serialization/deserialization
- does not sit on the live render path
- `RuntimeCoordinator`
- resolves control actions
- validates mutations
- publishes new snapshots
- bridges events between services and render
- `RuntimeSnapshotProvider`
- publishes immutable render snapshots
- avoids large shared mutable structures on the render path
Why this phase comes before render-thread isolation:
- render isolation is easier when the render thread consumes clean snapshots instead of a large mutable host object
- otherwise the GL refactor still drags along too much shared state complexity
Primary design rule:
- render should read snapshots
- persistence should write stored state
- services should request mutations through the coordinator
### Phase 4. Make the render thread the sole GL owner
With state and coordination cleaner, move to a dedicated render-thread model.
Target behavior:
- one thread owns the GL context
- input callbacks never perform GL work directly
- output callbacks never perform GL work directly
- preview presentation, texture upload, render passes, readback, and output pack work are all issued by the render thread
Other threads should only:
- enqueue new video frames
- enqueue control updates
- enqueue backend events
- consume produced output buffers
Why this phase comes here:
- it is much safer once state access and control coordination are no longer centered on `RuntimeHost`
- it avoids coupling the render-thread refactor to storage and service refactors at the same time
Expected benefits:
- less cross-thread GL contention
- easier timing reasoning
- much lower risk of callback-driven stalls
- a clearer foundation for future GPU pipeline work
### Phase 5. Refactor live state layering into an explicit composition model
Once rendering and snapshots are isolated, formalize how final parameter values are derived.
Recommended layers:
- base persisted state
- operator-committed live state
- transient automation overlay
Render should derive final values from a clear composition rule such as:
- `final = base + committed + transient`
Why this phase follows render isolation:
- once render owns snapshot consumption, it becomes much easier to cleanly evaluate layered state without touching persistence or control services
- it turns the current OSC overlay behavior into a first-class model instead of an implementation detail
Expected benefits:
- fewer one-off sync rules
- clearer behavior for OSC, UI changes, and automation
- easier future expansion to presets, cues, or timed transitions
### Phase 6. Move persistence onto a background snapshot writer
After the state model is explicit, persistence should become a background concern rather than a synchronous side effect of mutations.
Target behavior:
- mutations update authoritative in-memory stored state
- persistence requests are queued
- disk writes are debounced and coalesced
- writes are atomic and versioned where practical
Why this phase comes after state splitting:
- otherwise persistence logic will need to be rewritten twice
- it should operate on the new `RuntimeStore` model, not on the current mixed-responsibility object
Expected benefits:
- less timing interference
- better corruption resistance
- cleaner restart/recovery semantics
### Phase 7. Make DeckLink/backend lifecycle explicit with a state machine
Once the render and state layers are cleaner, refactor the video backend into an explicit lifecycle model.
Suggested states:
- uninitialized
- devices-discovered
- configured
- prerolling
- running
- degraded
- stopping
- stopped
- failed
Why this phase belongs here:
- the backend should integrate with the new event model
- degraded/recovery behavior will be easier once rendering and state coordination are already more deterministic
Expected benefits:
- safer startup/shutdown ordering
- clearer recovery behavior
- easier handling of missing input, dropped frames, or reconfiguration
- a clearer place to own playout headroom policy, output queue sizing, and late-frame recovery behavior
### Phase 8. Add structured health, telemetry, and operational reporting
This phase should happen after the main ownership changes so the telemetry can reflect the final architecture instead of a transient one.
Recommended coverage:
- render queue depth
- GL lock wait time, if any shared lock remains
- input callback latency
- input upload skip count
- output scheduling lag
- output queue depth and spare-buffer depth
- readback timing
- readback fence wait timing
- synchronous readback fallback count
- preview present timing and skipped-preview count
- snapshot publish frequency
- persistence queue depth
- event queue depth
- backend state transitions
- warning/error counters per subsystem
Also replace modal-only error handling with:
- structured in-app health state
- severity-based logging
- rolling log files
- operator-visible degraded-state messages
Why this phase comes last:
- it should instrument the architecture you intend to keep
- otherwise instrumentation work gets invalidated by the refactor
## Recommended Execution Order
If this is approached as a serious architecture program rather than opportunistic cleanup, the recommended order is:
1. Define subsystem boundaries and target architecture.
2. Introduce the internal event model.
3. Split `RuntimeHost`.
4. Make the render thread the sole GL owner.
5. Formalize live state layering and composition.
6. Move persistence to a background snapshot writer.
7. Refactor DeckLink/backend lifecycle into an explicit state machine.
8. Add structured telemetry, health reporting, and operational diagnostics.
## Why This Order Makes Sense
This order tries to avoid doing foundational work twice.
- The event model comes before major subsystem extraction so coordination patterns stabilize early.
- `RuntimeHost` is split before render isolation so the render thread does not inherit the current monolithic state model.
- Live state layering is formalized only after render ownership is clearer.
- Persistence is moved later so it can target the final state model rather than the current one.
- Telemetry is intentionally late so it instruments the architecture that survives the refactor.
## Short Version
The app is in a much better place than it was before the OSC timing work, but the main remaining architectural risk is still shared ownership. Too many responsibilities converge on `RuntimeHost` and the shared GL path. The most sensible path forward is:
1. define boundaries
2. establish an event model
3. split state ownership
4. isolate rendering
5. formalize layered live state
6. background persistence
7. explicit backend lifecycle
8. health and telemetry
That sequence gives each later phase a cleaner foundation than the current app has today.

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# Current System Architecture
This document describes how the current `RenderCadenceCompositor` app works.
The implementation is cadence-first: the render/output path owns frame timing, while shader compilation, HTTP control, preview, persistence, and video I/O edges stay outside the render cadence loop wherever possible. The guardrails in [Render Cadence Golden Rules](RENDER_CADENCE_GOLDEN_RULES.md) are the operating contract.
## Application Shape
The app is a native C++ OpenGL compositor with:
- optional DeckLink input
- optional DeckLink scheduled output
- a render-thread-owned OpenGL context
- a pluggable app-side runtime-content controller
- the default runtime Slang shader package stack from `shaders/`
- a local HTTP/WebSocket control server
- optional Win32/GDI preview from system-memory output frames
- background runtime-state persistence
- cadence telemetry and log output
Primary source areas:
- `src/app`: startup/shutdown orchestration, config loading, video backend factory, runtime-content controller boundary, and the default shader runtime-content controller
- `src/render`: cadence clock, input texture upload, render-content boundary, readback, and runtime GL support
- `src/render/thread`: render thread lifecycle, cadence loop, metrics, and runtime shader commit mailbox
- `src/render/runtime`: render-thread-owned runtime shader scene, renderer, text texture upload cache, and shared-context shader prepare worker
- `src/frames`: system-memory frame exchange
- `src/video/core`: generic video IO edge contracts, mode descriptions, formats, and output scheduling thread
- `src/video/decklink`: current DeckLink input/output backend
- `src/video/playout`: backend-adjacent playout policy, queues, frame pools, and scheduling helpers
- `src/video/legacy`: older backend pipeline pieces kept separate from the current app path
- `src/runtime/catalog`: supported shader catalog and package filtering
- `src/runtime/layers`: app-side runtime layer model, restore, reload, and render snapshot construction
- `src/runtime/shader`: background Slang build bridge and prepared shader artifact types
- `src/runtime/state`: runtime JSON helpers, parameter normalization, and debounced runtime-state persistence
- `src/runtime/text`: MSDF/MTSDF font atlas build and CPU-side prepared text texture composition
- `src/control`: command parsing, HTTP/WebSocket transport helpers, OSC status stub, OpenAPI state JSON
- `src/app/RenderCadenceHttpRoutes.*`: this app's current HTTP endpoint map
- `src/preview`: optional non-consuming preview window
- `src/telemetry` and `src/logging`: runtime observation and logging
## Startup
Startup broadly proceeds as:
1. Load `config/runtime-host.json` through `AppConfigProvider`, then apply CLI overrides.
2. Initialize the active `IRuntimeContentController`. The checked-in app uses `ShaderRuntimeContentController`, which loads the supported shader catalog, starts runtime-state persistence, and tries to restore `runtime/runtime_state.json`.
3. If restore fails or no usable state exists, the shader controller falls back to the optional configured startup shader. The checked-in config leaves `runtimeShaderId` empty, so a fresh host keeps the simple fallback renderer.
4. Start the render thread.
5. Start the active runtime-content controller. The shader controller queues background Slang builds for every pending active layer.
6. Build a small completed-frame reserve.
7. Start optional preview, optional video output, telemetry, and HTTP control.
The runtime-state restore is intentionally app/control side work. The render thread does not read JSON, inspect the shader library, or decide what to compile.
## Runtime Content And Shader Layer State
`RenderCadenceApp` owns startup, video output, preview, telemetry, OSC status, and HTTP server lifetime. It does not own the Slang shader stack directly. Runtime content plugs in through `IRuntimeContentController`.
The checked-in implementation is `ShaderRuntimeContentController`. It wraps `RuntimeLayerController`, exposes shader catalog/layer JSON for `/api/state`, handles shader layer POST commands, and publishes render-ready shader layer snapshots to the render thread.
`RuntimeLayerController` owns the app-side layer model and coordinates:
- supported shader catalog loading
- layer add/remove/reorder/bypass/shader assignment
- parameter update/reset
- startup restore
- reload reconciliation
- background Slang builds
- render-layer publication
- runtime-state persistence requests
`RuntimeLayerModel` owns the in-memory active stack:
- layer id
- shader id and display name
- build state and message
- bypass state
- manifest parameter definitions
- optional shader-declared custom UI metadata
- current parameter values
- render-ready artifacts
The current durable runtime state is stored in `runtime/runtime_state.json`. It contains the active stack order, shader ids, bypass flags, and parameter values. On startup, valid saved layers are restored in order. Missing shader packages are skipped, invalid saved parameter values fall back to manifest defaults, and a missing or unusable file falls back to the optional configured startup shader.
Manual stack preset routes are present in the UI/OpenAPI surface but are not implemented in the current native command path yet. `runtime_state.json` is the supported latest-working-state mechanism.
## Persistence
`RuntimeStatePersistenceWriter` performs debounced background writes to `runtime/runtime_state.json`.
Durable UI/API mutations request persistence after they are accepted:
- add/remove layer
- reorder layer
- set bypass
- set shader
- update parameter
- reset parameters
- reload compatibility refresh
The mutation path snapshots the current layer model and hands serialized state to the writer. File IO happens on the persistence worker, not on the render thread or cadence path. Shutdown flushes the latest pending snapshot.
OSC-driven changes are intentionally not part of this autosave path yet.
The host configuration editor is separate from runtime layer persistence. The UI reads active and saved startup config through `/api/config`, saves `config/runtime-host.json` through `/api/config/save`, and requests a native host restart through `/api/app/restart`. Render cadence, video input/output selection, resolution, frame rate, output pixel format, HTTP port, and preview settings are still startup-owned; they are not hot-swapped inside the cadence path.
## Shader Reload
`POST /api/reload` and the control UI reload button:
- rescan `shaders/`
- re-read manifests
- rebuild the supported shader catalog
- refresh optional shader custom UI metadata
- update active layer metadata and parameter definitions from changed manifests
- preserve compatible parameter values
- default new or incompatible parameter values
- queue recompilation for every catalog-valid layer in the active stack
Reload does not compile every package in the shader library. A package is compiled when it is part of the active layer stack. If an active layer references a shader that no longer exists, that layer is marked failed and skipped. Existing render output remains active where possible until replacement builds are ready.
`autoReload` is still exposed in config/state for compatibility, but automatic file watching is not currently wired.
## Render Ownership
The render thread owns the app OpenGL context during normal operation.
The render path consumes published render-layer snapshots. It does not:
- parse JSON
- scan files
- launch Slang
- run font atlas generation
- perform persistence
- handle HTTP or OSC
- call DeckLink discovery/setup APIs
When a runtime shader build completes, the default shader runtime-content controller publishes a render-layer artifact. The render thread forwards pending layer snapshots to the active render-content adapter. The default `RuntimeShaderRenderContent` owns the runtime scene, diffs the snapshot, and queues changed pass programs to the shared-context prepare worker. The render thread swaps in an already-prepared render plan at a frame boundary through that adapter.
## Video And Preview
Video input and output are optional edges. `input.backend` and `output.backend` select the concrete backend through the app-side backend factory. DeckLink and NDI are the current concrete backends, and `none` disables an edge. `input` and `output` also carry the device selector plus resolution/frame-rate settings. Configured video modes are represented in `src/video/core` and translated to backend-specific modes only inside the concrete edge.
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.
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.
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`.
`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.
Screenshot routes are present in the UI/OpenAPI surface but are not implemented in the current native command path yet.
## Control Surface
The HTTP server runs on its own thread. `HttpControlServer` owns socket lifetime, HTTP parsing, static asset helpers, OpenAPI/Swagger helper serving, and WebSocket state transport. `RenderCadenceHttpRoutes` owns this app's current endpoint map:
- UI assets
- shader package custom UI assets under `/shader-assets/{shaderId}/...`
- OpenAPI/Swagger docs
- `GET /api/state`
- `/ws` state updates
- layer mutation POST routes, dispatched to the active runtime-content controller
- `/api/reload`
Known but not implemented in the current native command path:
- `/api/layers/move`
- `/api/stack-presets/save`
- `/api/stack-presets/load`
- `/api/screenshot`
Unsupported routes return an action response with `ok: false`.
Forks can reuse the HTTP/WebSocket shell without keeping these endpoints by installing a different route callback.
`OscControlServer` is currently a lifecycle/status stub. It consumes startup OSC config, exposes configured/disabled/not-listening state through `/api/state`, and leaves UDP socket receive, OSC decode, and runtime dispatch unimplemented until that ingress boundary is built deliberately.
## Tests
Native tests cover the main non-GL contracts:
- JSON parsing/serialization
- runtime parameter normalization
- shader package registry and Slang validation
- supported shader catalog
- runtime layer restore/reload behavior
- runtime-state persistence writer
- HTTP transport and app-route dispatch
- frame exchange and input mailbox behavior
- video format and scheduling helpers
Run:
```powershell
cmake --build --preset build-debug --target RUN_TESTS --parallel
```

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@@ -1,6 +1,6 @@
# OSC Control
Video Shader Toys can listen for local OSC messages and map them onto shader layer parameters.
This is the intended OSC control contract, but OSC ingress is not wired in the current `RenderCadenceCompositor` native host yet. The native host has an OSC service stub that consumes config and reports status in `/api/state`; it does not open a UDP listener or dispatch messages yet. Use the REST layer parameter endpoints or the control UI for live parameter changes today.
## Configuration
@@ -14,9 +14,7 @@ Set the UDP port in `config/runtime-host.json`:
}
```
Set `oscPort` to `0` to disable the OSC listener.
Set `oscBindAddress` to `127.0.0.1` to keep OSC local to the host, or `0.0.0.0` to listen on all IPv4 interfaces.
Set `oscSmoothing` to a value from `0.0` to `1.0` to add a subtle per-frame easing amount for numeric OSC controls. `0.0` disables smoothing, and larger values respond more quickly.
Today, `oscPort: 0` marks the OSC stub disabled and any nonzero port marks it configured but not listening. When OSC ingress is implemented, `oscBindAddress: "127.0.0.1"` should keep OSC local to the host, and `oscBindAddress: "0.0.0.0"` should listen on all IPv4 interfaces. `oscSmoothing` is reserved for a per-frame easing amount on numeric OSC controls.
## Address Pattern

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@@ -1,609 +0,0 @@
# Phase 1 Design: Subsystem Boundaries and Target Architecture
This document expands Phase 1 of [ARCHITECTURE_RESILIENCE_REVIEW.md](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/docs/ARCHITECTURE_RESILIENCE_REVIEW.md) into a concrete target design. Its purpose is to define the long-term subsystem split before later phases introduce a full event model, split `RuntimeHost`, and move rendering onto a sole-owner render thread.
The main goal of Phase 1 is not to immediately rewrite the app. It is to establish clear ownership boundaries so later refactors all move toward the same architecture instead of solving local problems in conflicting ways.
## Why Phase 1 Exists
Today the app works, but too many responsibilities still converge in a few places:
- `RuntimeHost` owns persistence, live layer state, shader package access, status reporting, and mutation entrypoints.
- `OpenGLComposite` coordinates runtime setup, render state retrieval, shader rebuild handling, transient OSC overlay behavior, and video backend integration.
- DeckLink callback-driven playout still reaches directly into render-facing work.
- Background services rely on polling and shared mutable state more than explicit subsystem contracts.
Those are exactly the kinds of overlaps that make timing issues, state regressions, and recovery edge cases harder to solve cleanly.
Phase 1 creates a map for where each responsibility should eventually live.
## Design Goals
The target architecture should optimize for:
- live timing isolation
- explicit state ownership
- predictable recovery behavior
- clear boundaries between persistent state and transient live state
- easier testing of non-GL and non-hardware logic
- fewer cross-thread shared mutable objects
- a playout model that can evolve toward producer/consumer scheduling
## Non-Goals
Phase 1 does not itself require:
- replacing every direct call with events immediately
- moving all rendering to a new thread yet
- redesigning the shader contract again
- changing DeckLink behavior in place
- removing all existing classes before replacements exist
This phase is the target design and the dependency rules. Later phases perform the actual extraction.
## Current Pressure Points
The following current code paths are the strongest evidence for the split proposed here:
- `RuntimeHost` is both store and live authority:
- [RuntimeHost.h](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/runtime/RuntimeHost.h:15)
- [RuntimeHost.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/runtime/RuntimeHost.cpp:726)
- `OpenGLComposite` is both app orchestrator and render/runtime coordinator:
- [OpenGLComposite.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/OpenGLComposite.cpp:106)
- [OpenGLComposite.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/OpenGLComposite.cpp:283)
- `RuntimeServices` mixes service orchestration with polling and deferred state work:
- [RuntimeServices.h](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/control/RuntimeServices.h:46)
- [RuntimeServices.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/control/RuntimeServices.cpp:194)
- Playout is still callback-coupled to render-facing work:
- [OpenGLVideoIOBridge.cpp](/c:/Users/Aiden/Documents/GitHub/video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLVideoIOBridge.cpp:68)
## Target Subsystems
The long-term architecture should converge on six primary subsystems:
1. `RuntimeStore`
2. `RuntimeCoordinator`
3. `RuntimeSnapshotProvider`
4. `ControlServices`
5. `RenderEngine`
6. `VideoBackend`
7. `HealthTelemetry`
The split below is intentionally sharper than the current code. The point is to make ownership obvious.
## Subsystem Responsibilities
### `RuntimeStore`
`RuntimeStore` owns persisted and operator-authored state.
It is the source of truth for:
- runtime config loaded from disk
- persisted layer stack structure
- persisted parameter values
- stack preset serialization/deserialization
- shader/package metadata that must survive across renders
It should not be responsible for:
- render-thread timing
- GL resource lifetime
- live transient overlays
- hardware callback coordination
- UI/websocket broadcasting policy
Design rules:
- disk I/O belongs here or in its dedicated writer helper
- values here are authoritative for saved state
- writes may be debounced later, but the data model itself belongs here
### `RuntimeCoordinator`
`RuntimeCoordinator` is the mutation and policy layer.
It is responsible for:
- receiving valid mutation requests from controls, services, or automation
- validating requested changes against shader definitions and config rules
- resolving how persisted state, committed live state, and transient overlays should interact
- requesting snapshot publication when state changes affect render
- requesting persistence when stored state changes
It should not be responsible for:
- direct disk serialization details
- direct GL work
- hardware device lifecycle
- polling loops
Design rules:
- all non-render mutations should eventually flow through this layer
- this layer decides whether a change is persisted, transient, or both
- this layer owns state policy, not device policy
### `RuntimeSnapshotProvider`
`RuntimeSnapshotProvider` publishes render-facing snapshots.
It is responsible for:
- building immutable or near-immutable render snapshots
- translating runtime state into render-ready structures
- publishing versioned snapshots
- serving the render side without large mutable shared locks
It should not be responsible for:
- deciding whether a mutation is allowed
- directly applying UI/OSC requests
- persistence
- shader compilation orchestration
Design rules:
- render consumes snapshots, not live mutable store objects
- snapshots should be cheap to read and explicit about version changes
- dynamic frame-only values may still be attached later, but the snapshot shape should stay stable
### `ControlServices`
`ControlServices` is the ingress boundary for non-render control sources.
It is responsible for:
- OSC receive and route resolution
- REST/websocket/control UI ingress
- file-watch or reload request ingress
- translating external inputs into typed internal actions/events
- low-cost buffering/coalescing where appropriate
It should not be responsible for:
- persistence decisions
- render snapshot building
- hardware playout policy
- direct long-lived state ownership beyond ingress-specific queues
Design rules:
- external inputs enter here and are normalized before they touch core state
- service-specific timing concerns stay here unless they affect whole-app policy
- no service should directly mutate render-facing state structures
### `RenderEngine`
`RenderEngine` is the owner of live rendering behavior.
It is responsible for:
- sole ownership of GL work in the target architecture
- shader program lifecycle once compilation outputs are available
- texture upload scheduling
- render-pass execution
- temporal history and shader feedback resources
- transient render-only overlays
- preview production as a subordinate output
- output-frame production for the video backend
It should not be responsible for:
- persistence
- user-facing control normalization
- hardware discovery/configuration
- high-level runtime mutation policy
Design rules:
- render consumes snapshots plus render-local transient state
- render-local state is allowed if it stays render-local
- preview must be treated as best-effort relative to playout
### `VideoBackend`
`VideoBackend` owns input/output device lifecycle and playout policy.
It is responsible for:
- input device configuration and callbacks
- output device configuration and callbacks
- frame scheduling policy
- buffer-pool ownership
- playout headroom policy
- input signal status
- backend state transitions and recovery logic
It should not be responsible for:
- composing frames
- owning GL contexts long-term
- validating shader parameter changes
- persistence
Design rules:
- this subsystem is the consumer of rendered output frames, not the owner of frame composition policy
- it should evolve toward producer/consumer playout rather than callback-driven rendering
- backend state should be explicit and reportable
### `HealthTelemetry`
`HealthTelemetry` owns structured operational visibility.
It is responsible for:
- logging
- warning/error counters
- timing traces
- subsystem health state
- degraded-mode reporting
- operator-visible health summaries
It should not be responsible for:
- deciding core app behavior
- owning render or backend state
- persistence policy
Design rules:
- all major subsystems publish health information here
- health visibility should outlive UI connection state
- modal dialogs should not be the main operational surface
## Target Dependency Rules
The architecture should follow these rules as closely as possible.
Allowed dependency directions:
- `ControlServices -> RuntimeCoordinator`
- `RuntimeCoordinator -> RuntimeStore`
- `RuntimeCoordinator -> RuntimeSnapshotProvider`
- `RuntimeCoordinator -> HealthTelemetry`
- `RuntimeSnapshotProvider -> RuntimeStore`
- `RenderEngine -> RuntimeSnapshotProvider`
- `RenderEngine -> HealthTelemetry`
- `VideoBackend -> RenderEngine`
- `VideoBackend -> HealthTelemetry`
Conditionally allowed during migration:
- `ControlServices -> HealthTelemetry`
- `ControlServices -> RuntimeStore` only through temporary compatibility shims
Not allowed in the target design:
- `RenderEngine -> RuntimeStore`
- `RenderEngine -> ControlServices`
- `VideoBackend -> RuntimeStore`
- `ControlServices -> RenderEngine` for direct mutation
- `RuntimeStore -> RenderEngine`
- `HealthTelemetry -> any subsystem` for control flow
The key principle is:
- store owns durable data
- coordinator owns mutation policy
- snapshot provider owns render-facing state publication
- render owns live GPU execution
- backend owns device timing
- telemetry observes all of them
## State Ownership Model
The app has several different kinds of state, and Phase 1 should name them explicitly.
### Persisted State
Owned by `RuntimeStore`.
Examples:
- layer stack structure
- selected shader ids
- saved parameter values
- runtime host config
- stack presets
### Committed Live State
Owned logically by `RuntimeCoordinator`, stored in the store or a live-state companion depending on future implementation.
Examples:
- current operator-selected parameter values
- current bypass state
- current selected shader for each layer
This is state that should normally survive until explicitly changed and can be persisted if policy says so.
### Transient Live Overlay State
Owned by the subsystem that consumes it, not by the persisted store.
Examples:
- active OSC overlay targets while automation is flowing
- shader feedback buffers
- temporal history textures
- queued input frames
- in-flight preview state
- playout queue state
This is where many current issues come from. The design rule is:
- transient state may influence output
- transient state should not masquerade as persisted truth
### Health and Timing State
Owned by `HealthTelemetry`.
Examples:
- frame pacing stats
- render timing
- late/dropped frame counters
- queue depths
- warning states
## Target Runtime Flow
This section describes the intended long-term flow once later phases are in place.
### Control Mutation Flow
1. OSC/UI/file-watch input enters `ControlServices`.
2. `ControlServices` normalizes it into an internal action or event.
3. `RuntimeCoordinator` validates and classifies the action.
4. If the action changes durable state, `RuntimeStore` is updated.
5. If the action changes render-facing state, `RuntimeSnapshotProvider` publishes a new snapshot.
6. If the action requires persistence, a persistence request is queued.
7. Health/timing observations are emitted separately.
### Render Flow
1. `RenderEngine` consumes the latest published snapshot.
2. `RenderEngine` combines that snapshot with render-local transient state.
3. `RenderEngine` performs uploads, pass execution, feedback/history maintenance, and output production.
4. `RenderEngine` produces:
- preview-ready output
- video-backend-ready output frames
- render timing and warning signals
### Video Output Flow
Target long-term flow:
1. `RenderEngine` produces completed output frames ahead of demand.
2. `VideoBackend` consumes those frames from a bounded queue or ring buffer.
3. Device callbacks only drive dequeue/schedule/accounting behavior.
4. `HealthTelemetry` records queue depth, lateness, underruns, and recovery events.
### Reload / Shader Rebuild Flow
1. file-watch or manual reload enters through `ControlServices`
2. `RuntimeCoordinator` classifies the reload request
3. `RuntimeStore` and shader/package metadata are refreshed if needed
4. `RuntimeSnapshotProvider` republishes affected snapshot state
5. `RenderEngine` rebuilds render-local resources from the new snapshot/build outputs
The important boundary here is that reload is not "a render concern that also touches persistence." It is a coordinated runtime concern with a render-local execution phase.
## Suggested Public Interfaces
These are not final class signatures, but they show the shape the architecture should move toward.
### `RuntimeStore`
Core responsibilities:
- `LoadConfig()`
- `LoadPersistentState()`
- `SavePersistentStateSnapshot(...)`
- `GetStoredLayerStack()`
- `SetStoredLayerStack(...)`
- `GetStackPresetNames()`
- `SaveStackPreset(...)`
- `LoadStackPreset(...)`
### `RuntimeCoordinator`
Core responsibilities:
- `ApplyControlMutation(...)`
- `ApplyAutomationTarget(...)`
- `ResetLayer(...)`
- `RequestReload(...)`
- `CommitOverlayState(...)`
- `PublishSnapshotIfNeeded()`
- `RequestPersistenceIfNeeded()`
### `RuntimeSnapshotProvider`
Core responsibilities:
- `BuildSnapshot(...)`
- `GetLatestSnapshot()`
- `GetSnapshotVersion()`
- `PublishSnapshot(...)`
### `ControlServices`
Core responsibilities:
- `StartOscIngress(...)`
- `StartWebControlIngress(...)`
- `StartFileWatchIngress(...)`
- `EnqueueControlAction(...)`
- `DrainServiceEvents(...)`
### `RenderEngine`
Core responsibilities:
- `StartRenderLoop(...)`
- `ConsumeSnapshot(...)`
- `EnqueueInputFrame(...)`
- `ProduceOutputFrame(...)`
- `ResetRenderLocalState(...)`
- `HandleRebuildOutputs(...)`
### `VideoBackend`
Core responsibilities:
- `ConfigureInput(...)`
- `ConfigureOutput(...)`
- `StartPlayout(...)`
- `StopPlayout(...)`
- `ConsumeRenderedFrame(...)`
- `ReportBackendState(...)`
### `HealthTelemetry`
Core responsibilities:
- `RecordTimingSample(...)`
- `RecordCounterDelta(...)`
- `RaiseWarning(...)`
- `ClearWarning(...)`
- `AppendLogEntry(...)`
- `BuildHealthSnapshot()`
## Mapping From Current Code to Target Subsystems
This is not a one-to-one rename plan. It is a responsibility migration map.
### Current `RuntimeHost`
Should eventually split across:
- `RuntimeStore`
- `RuntimeCoordinator`
- `RuntimeSnapshotProvider`
- parts of `HealthTelemetry`
Likely examples:
- config loading/saving -> `RuntimeStore`
- layer stack mutation validation -> `RuntimeCoordinator`
- render state building/versioning -> `RuntimeSnapshotProvider`
- timing/status setters -> `HealthTelemetry`
### Current `RuntimeServices`
Should eventually become mostly:
- `ControlServices`
- a small service-hosting shell
Likely examples:
- OSC ingress/coalescing -> `ControlServices`
- file-watch ingress -> `ControlServices`
- deferred service coordination now done by polling -> split between `ControlServices` and event-driven coordinator calls
### Current `OpenGLComposite`
Should eventually split across:
- application bootstrap shell
- `RenderEngine`
- orchestration glue that wires subsystems together
Likely examples:
- render-pass facing code -> `RenderEngine`
- app/service/backend bootstrap -> composition root
- runtime mutation API surface -> coordinator-facing adapter, not render owner
### Current `OpenGLVideoIOBridge` and `DeckLinkSession`
Should eventually align more clearly under:
- `VideoBackend`
- `RenderEngine`
Likely examples:
- device callback and scheduling policy -> `VideoBackend`
- GL upload/readback/render work -> `RenderEngine`
## Architectural Guardrails
As later phases begin, these rules should be treated as guardrails.
### 1. No new cross-cutting state should be added to `RuntimeHost`
If a new feature needs durable state, place it conceptually under `RuntimeStore`.
If it needs render-local transient state, place it conceptually under `RenderEngine`.
If it needs timing/status counters, place it conceptually under `HealthTelemetry`.
### 2. Render-local state should stay render-local
Do not push shader feedback, temporal history, preview caches, or playout queues back into the store just to make them easy to reach from other systems.
### 3. Device callbacks should not become a dumping ground for app work
Callback threads should converge toward signaling and queue management, not core rendering, persistence, or control mutation.
### 4. Persistence should not be used as a control synchronization mechanism
Saving state is not how subsystems discover changes. Published snapshots and explicit events should handle that.
### 5. Health reporting should observe, not coordinate
Telemetry systems may record warnings and degraded states, but they should not become the hidden control plane for the app.
## Migration Strategy
Phase 1 is a design phase, but it should support incremental migration.
Recommended order after this document:
1. Introduce names and interfaces before moving logic.
2. Create compatibility adapters around `RuntimeHost` rather than forcing a flag day.
3. Move read-only render snapshot publication out before moving all mutation logic.
4. Move service ingress boundaries out before removing the old polling shell.
5. Isolate timing/health setters from the core store as early as practical.
This keeps progress measurable while reducing rewrite risk.
## Suggested Deliverables for Completing Phase 1
Phase 1 can reasonably be considered complete once the project has:
- this subsystem-boundary design document
- agreed subsystem names and responsibilities
- agreed allowed dependency directions
- explicit state categories: persisted, committed live, transient overlay, health/timing
- a current-to-target responsibility map for `RuntimeHost`, `RuntimeServices`, `OpenGLComposite`, and backend/render bridge code
- a decision that later phases will build against this target rather than inventing new boundaries ad hoc
## Open Questions For Later Phases
These do not block Phase 1, but they should remain visible.
- Should shader package registry ownership live entirely in `RuntimeStore`, or should compile-ready derived registry data move into the snapshot provider?
- Should committed live state be stored directly in `RuntimeStore`, or split into store plus live-session state owned by the coordinator?
- How much of shader build orchestration belongs to `RenderEngine` versus a separate build service?
- At what phase should preview become fully decoupled from playout cadence?
- Should persistence become its own `PersistenceWriter` subsystem in Phase 6, or remain an implementation detail under `RuntimeStore`?
## Short Version
Phase 1 should establish one simple rule for the rest of the refactor:
- durable state lives in the store
- mutation policy lives in the coordinator
- render-facing state is published as snapshots
- external control sources enter through services
- GL work belongs to render
- hardware pacing belongs to the backend
- health visibility belongs to telemetry
If later phases keep to that rule, the architecture will become materially more resilient without needing another round of foundational boundary changes.

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# Render Cadence Golden Rules
These are the non-negotiable rules for the new render-cadence architecture.
They exist because the old app drifted into a place where DeckLink timing, render work, shader build work, state coordination, readback, and recovery behavior all influenced each other. The new app should stay boring, explicit, and easy to reason about.
## 1. The Render Thread Owns Its Render Context
Only the render thread may bind and use its primary OpenGL context.
For a fork that replaces the renderer with D3D or another graphics API, read this rule as the same ownership contract: the cadence/render thread owns the primary render device/context path, and non-render services exchange prepared data with it rather than calling rendering APIs themselves.
Allowed on the render thread:
- GL resource creation and destruction for resources it owns
- GL shader/program swap from an already-prepared GL program
- drawing the next frame
- async readback queueing and completion polling
- publishing completed system-memory frames
Not allowed on the render thread:
- Slang compiler invocation
- manifest scanning/parsing
- filesystem discovery
- image/font/LUT decoding
- persistence
- network/API/OSC handling
- DeckLink scheduling
- blocking console logging
- config file discovery or parsing
If GL preparation happens off-thread, use an explicit shared-context GL prepare thread. Do not smuggle non-render work back into the cadence loop.
## 2. Render Cadence Does Not Chase Buffers
The render thread runs at the selected render cadence.
It must not speed up to fill a DeckLink/system-memory buffer, and it must not slow down because a consumer is late. If the GPU is genuinely overloaded, record that as render overrun telemetry.
Buffers absorb timing differences. They do not control render cadence.
## 3. Video I/O Never Renders
DeckLink output consumes already-rendered system-memory frames.
The output/scheduling side may:
- schedule completed frames
- release frames after DeckLink completion
- report late/dropped/schedule telemetry
- record app-side poll misses
- conservatively realign the DeckLink schedule cursor after measured timing pressure
It must not:
- render fallback frames
- invoke GL
- compile shaders
- block the render cadence waiting for DeckLink
- continuously rewrite healthy scheduled timestamps
If no completed frame is available, record the miss and keep the ownership boundary intact.
Output pixel-format packing that requires GL belongs in the render-owned readback path before frame publication. Video I/O edges may select supported system-memory formats, but they must not invoke GL or become hidden pixel-conversion renderers.
DeckLink input is also an edge, not a renderer. It may capture/copy the latest supported CPU frame into an input mailbox and update input telemetry, but it must not call GL, schedule output, compile shaders, or drive render cadence. Format decode that requires GL belongs to the render-owned input upload path.
## 4. Runtime Build Work Produces Artifacts
Runtime shader work is split into two phases:
1. CPU/build phase outside the render thread
2. shared-context GL preparation outside the render thread where practical
3. GL program swap on the render thread
The CPU/build phase may parse manifests, invoke Slang, validate package shape, and prepare CPU-side data.
The render thread receives completed render-layer artifacts, asks the shared-context prepare worker to compile/link changed GL programs, and only swaps in prepared programs at a frame boundary. A failed artifact or failed GL preparation must not disturb the current renderer.
The display/render layer model is app-owned. It may track requested shaders, build state, display metadata, and render-ready artifacts, but it must not perform GL work or drive render cadence directly.
## 5. No Hidden Blocking In The Cadence Path
The render loop must not do work with unbounded or OS-dependent latency.
Examples to avoid:
- file reads
- directory scans
- image decoding
- process launches
- waits on worker threads
- blocking locks around slow code
- synchronous GPU readback waits
- console I/O
Short mutex use for exchanging small already-prepared objects is acceptable. Holding a lock while doing heavy work is not.
## 6. System Memory Frames Are A Handoff, Not A Render Driver
The system-memory frame exchange stores completed frames as a bounded FIFO reserve and protects frames scheduled to DeckLink.
Render acquire must not evict completed frames that are waiting for playout, and it must never force the render thread to wait for the output side to consume a frame.
If the completed reserve overflows, the exchange may drop the oldest completed, unscheduled frame and record `completedDrops`. That is an app-side reserve drop, not a DeckLink dropped frame.
## 7. Startup Uses Warmup, Not Burst Rendering
DeckLink playback starts only after the render thread has produced enough real frames for preroll.
Warmup should happen at normal render cadence. Do not temporarily accelerate the renderer to fill buffers.
## 8. Telemetry Must Name Ownership Clearly
Counters should say which subsystem had the event.
Good examples:
- `renderFps`
- `scheduleFps`
- `completedPollMisses`
- `scheduleFailures`
- `decklinkBuffered`
- `deckLinkScheduleLeadFrames`
- `deckLinkScheduleRealignments`
- `inputCaptureFps`
- `inputSubmitMs`
- `inputUploadMs`
- `inputConvertMs`
- `shaderCommitted`
- `shaderFailures`
Avoid ambiguous names like `underrun` unless it is clear whether it means app-ready underrun, DeckLink buffered-frame underrun, render overrun, or schedule failure.
## 9. Keep Files Small And Role-Based
A file should have one clear reason to change.
Preferred boundaries:
- app orchestration
- render cadence/thread ownership
- GL rendering
- runtime artifact build/bridge
- app-owned display/render layer model
- parameter packing
- system-memory frame exchange
- DeckLink output scheduling
- telemetry
- local control/API edge
- config loading
- JSON presentation/serialization
- logging
If a file starts coordinating multiple subsystems and doing detailed work for each of them, split it before it becomes the new old app.
## 10. Prefer Explicit Unsupported States
If a feature needs storage, timing behavior, or ownership we have not designed yet, reject it clearly.
For example, in the current new app it is better to reject texture/LUT/text/temporal/feedback shaders than to quietly load files or allocate history state on the render thread.
Unsupported is healthy when it protects the architecture.

View File

@@ -6,24 +6,214 @@ info:
REST API exposed by the local Video Shader Toys control server.
The API is intended for local control tools and the bundled React UI. All mutating
endpoints return a small action result object. Successful mutating requests also
broadcast the latest runtime state over the `/ws` WebSocket.
endpoints return a small action result object.
WebSocket state streaming is not described by OpenAPI; connect to `ws://127.0.0.1:{port}/ws`
to receive full runtime state JSON messages whenever state changes.
RenderCadenceCompositor serves `/api/state` for snapshots and `/ws` for local
WebSocket state updates consumed by the bundled control UI.
servers:
- url: http://127.0.0.1:8080
description: Default local control server
tags:
- name: State
description: Runtime state and status.
- name: Config
description: Startup host configuration and restart control.
- name: Static
description: Bundled control UI and static assets served by the local host.
- name: Docs
description: OpenAPI and Swagger UI documentation served by the local host.
- name: Layers
description: Layer stack control.
- name: Stack Presets
description: Save and recall layer stack presets.
description: Planned save/recall layer stack presets. The current native host exposes the routes but returns an unimplemented action result.
- name: Runtime
description: Runtime actions.
paths:
/:
get:
tags: [Static]
summary: Serve the bundled control UI
description: Returns the built React control UI `index.html` from `ui/dist`.
operationId: getControlUiRoot
responses:
"200":
description: Control UI HTML.
content:
text/html:
schema:
type: string
"404":
description: UI bundle was not found.
content:
text/plain:
schema:
type: string
/index.html:
get:
tags: [Static]
summary: Serve the bundled control UI index file
description: Returns the built React control UI `index.html` from `ui/dist`.
operationId: getControlUiIndex
responses:
"200":
description: Control UI HTML.
content:
text/html:
schema:
type: string
"404":
description: UI bundle was not found.
content:
text/plain:
schema:
type: string
/assets/{assetPath}:
get:
tags: [Static]
summary: Serve a bundled control UI asset
description: Serves files from `ui/dist/assets`. The server rejects unsafe relative paths and guesses the content type from the file extension.
operationId: getControlUiAsset
parameters:
- name: assetPath
in: path
required: true
description: Relative asset path below `ui/dist/assets`.
schema:
type: string
responses:
"200":
description: Static asset.
content:
text/javascript:
schema:
type: string
text/css:
schema:
type: string
image/svg+xml:
schema:
type: string
image/png:
schema:
type: string
format: binary
text/plain:
schema:
type: string
"404":
description: Asset was not found or the path was unsafe.
content:
text/plain:
schema:
type: string
/shader-assets/{shaderId}/{assetPath}:
get:
tags: [Static]
summary: Serve a shader package UI asset
description: Serves custom shader UI files declared by `shader.json`. Assets are resolved through the active runtime-content controller and must stay inside that shader package's `ui/` directory.
operationId: getShaderPackageAsset
parameters:
- name: shaderId
in: path
required: true
description: Shader package id.
schema:
type: string
- name: assetPath
in: path
required: true
description: Relative asset path below the shader package, usually `ui/controls.js`.
schema:
type: string
responses:
"200":
description: Shader package UI asset.
content:
text/javascript:
schema:
type: string
text/css:
schema:
type: string
image/svg+xml:
schema:
type: string
image/png:
schema:
type: string
format: binary
text/plain:
schema:
type: string
"404":
description: Asset was not found, the shader did not declare custom UI, or the path was unsafe.
content:
text/plain:
schema:
type: string
/docs:
get:
tags: [Docs]
summary: Serve Swagger UI
description: Returns a small Swagger UI page pointed at `/docs/openapi.yaml`.
operationId: getSwaggerUi
responses:
"200":
description: Swagger UI HTML.
content:
text/html:
schema:
type: string
/docs/:
get:
tags: [Docs]
summary: Serve Swagger UI
description: Alias for `/docs`.
operationId: getSwaggerUiWithTrailingSlash
responses:
"200":
description: Swagger UI HTML.
content:
text/html:
schema:
type: string
/docs/openapi.yaml:
get:
tags: [Docs]
summary: Serve the OpenAPI document
operationId: getOpenApiDocumentFromDocs
responses:
"200":
description: OpenAPI YAML document.
content:
application/yaml:
schema:
type: string
"404":
description: OpenAPI document was not found.
content:
text/plain:
schema:
type: string
/openapi.yaml:
get:
tags: [Docs]
summary: Serve the OpenAPI document
description: Alias for `/docs/openapi.yaml`.
operationId: getOpenApiDocument
responses:
"200":
description: OpenAPI YAML document.
content:
application/yaml:
schema:
type: string
"404":
description: OpenAPI document was not found.
content:
text/plain:
schema:
type: string
/api/state:
get:
tags: [State]
@@ -36,6 +226,83 @@ paths:
application/json:
schema:
$ref: "#/components/schemas/RuntimeState"
/api/config:
get:
tags: [Config]
summary: Get active and saved host config
operationId: getHostConfig
responses:
"200":
description: Active startup config and the config currently saved on disk.
content:
application/json:
schema:
$ref: "#/components/schemas/HostConfigResponse"
/api/ndi/sources:
get:
tags: [Config]
summary: Discover NDI sources
description: Returns currently discoverable NDI sources for the host-config input device picker. Manual source names remain valid even when discovery returns no matches.
operationId: getNdiSources
responses:
"200":
description: Current NDI source discovery result.
content:
application/json:
schema:
$ref: "#/components/schemas/NdiSourcesResponse"
/api/config/save:
post:
tags: [Config]
summary: Save host config
description: Saves `runtime-host.json`. Startup-owned services use the new values after app restart.
operationId: saveHostConfig
requestBody:
required: true
content:
application/json:
schema:
$ref: "#/components/schemas/HostConfig"
responses:
"200":
$ref: "#/components/responses/ActionOk"
"400":
$ref: "#/components/responses/ActionError"
/api/app/restart:
post:
tags: [Config]
summary: Restart the native host
operationId: restartHost
requestBody:
required: false
content:
application/json:
schema:
type: object
additionalProperties: false
responses:
"200":
$ref: "#/components/responses/ActionOk"
"400":
$ref: "#/components/responses/ActionError"
/ws:
get:
tags: [State]
summary: Stream runtime state over WebSocket
description: |
Upgrades to a WebSocket connection. The server sends JSON runtime-state
snapshots using the same shape as `GET /api/state` whenever the serialized
state changes.
operationId: streamRuntimeState
responses:
"101":
description: WebSocket protocol upgrade accepted.
"400":
description: The request was not a valid WebSocket upgrade.
content:
text/plain:
schema:
type: string
/api/layers/add:
post:
tags: [Layers]
@@ -72,7 +339,7 @@ paths:
post:
tags: [Layers]
summary: Move a layer by direction
description: Moves a layer up or down by one or more positions, depending on the signed direction value.
description: Planned relative move route. The current native command path supports `/api/layers/reorder`; this route currently returns an unimplemented action result.
operationId: moveLayer
requestBody:
required: true
@@ -168,7 +435,8 @@ paths:
/api/stack-presets/save:
post:
tags: [Stack Presets]
summary: Save the current layer stack as a preset
summary: Planned preset save route
description: Planned preset route. The current native command path currently returns an unimplemented action result; latest-working-state autosave uses `runtime/runtime_state.json`.
operationId: saveStackPreset
requestBody:
required: true
@@ -184,7 +452,8 @@ paths:
/api/stack-presets/load:
post:
tags: [Stack Presets]
summary: Load a layer stack preset
summary: Planned preset load route
description: Planned preset route. The current native command path currently returns an unimplemented action result; latest-working-state startup restore uses `runtime/runtime_state.json`.
operationId: loadStackPreset
requestBody:
required: true
@@ -201,7 +470,7 @@ paths:
post:
tags: [Runtime]
summary: Reload shaders
description: Rescans the shader library, re-reads manifests, queues shader compilation, and refreshes shader availability/errors. If a changed shader fails, the previous working stack remains active where possible.
description: Rescans the shader library, re-reads manifests, refreshes shader availability/errors, reconciles active layer parameter definitions, and queues recompilation for every catalog-valid layer in the active stack. It does not compile every shader package in the library; packages are compiled when they are active layers. If a rebuild fails, the previous working render stack remains active where possible.
operationId: reloadShaders
requestBody:
required: false
@@ -218,8 +487,8 @@ paths:
/api/screenshot:
post:
tags: [Runtime]
summary: Queue a PNG screenshot of the final output render target
description: Captures the next completed output render target and writes it under `runtime/screenshots/`.
summary: Planned screenshot route
description: Planned screenshot route. The current native command path currently returns an unimplemented action result.
operationId: queueScreenshot
requestBody:
required: false
@@ -348,6 +617,116 @@ components:
type: string
example: live-show-look
additionalProperties: false
HostConfigResponse:
type: object
properties:
ok:
type: boolean
path:
type: string
active:
$ref: "#/components/schemas/HostConfig"
disk:
$ref: "#/components/schemas/HostConfig"
diskLoaded:
type: boolean
restartRequired:
type: boolean
error:
type: string
NdiSourcesResponse:
type: object
properties:
ok:
type: boolean
error:
type: string
sources:
type: array
items:
$ref: "#/components/schemas/NdiSource"
additionalProperties: false
NdiSource:
type: object
properties:
name:
type: string
description: User-visible NDI source name, usually `MACHINE (SOURCE)`.
urlAddress:
type: string
description: SDK-provided URL/address for diagnostics. Saved host config still uses the source name.
additionalProperties: false
HostConfig:
type: object
properties:
$schema:
type: string
shaderLibrary:
type: string
serverPort:
type: number
oscBindAddress:
type: string
oscPort:
type: number
oscSmoothing:
type: number
input:
$ref: "#/components/schemas/HostVideoInputConfig"
output:
$ref: "#/components/schemas/HostVideoOutputConfig"
autoReload:
type: boolean
maxTemporalHistoryFrames:
type: number
previewEnabled:
type: boolean
previewFps:
type: number
runtimeShaderId:
type: string
description: Optional startup shader id used only when no saved runtime layer stack is restored.
default: ""
additionalProperties: false
HostVideoInputConfig:
type: object
properties:
backend:
type: string
enum: [decklink, ndi, none]
device:
type: string
resolution:
type: string
frameRate:
type: string
additionalProperties: false
HostVideoOutputConfig:
type: object
properties:
backend:
type: string
enum: [decklink, ndi, none]
device:
type: string
resolution:
type: string
frameRate:
type: string
pixelFormat:
type: string
enum: [auto, bgra8, uyvy8]
keying:
type: object
properties:
external:
type: boolean
description: DeckLink external-keyer backing field. The bundled UI exposes this together with alphaRequired as Output alpha and only writes it true for DeckLink output.
alphaRequired:
type: boolean
description: General output alpha request. When true, automatic output pixel-format selection uses an alpha-carrying system-frame format.
additionalProperties: false
additionalProperties: false
RuntimeState:
type: object
properties:
@@ -357,12 +736,18 @@ components:
$ref: "#/components/schemas/RuntimeStatus"
video:
$ref: "#/components/schemas/VideoStatus"
videoOutput:
$ref: "#/components/schemas/VideoOutputStatus"
decklink:
$ref: "#/components/schemas/DeckLinkStatus"
videoIO:
$ref: "#/components/schemas/VideoIOStatus"
performance:
$ref: "#/components/schemas/PerformanceStatus"
backendPlayout:
$ref: "#/components/schemas/BackendPlayoutStatus"
runtimeEvents:
$ref: "#/components/schemas/RuntimeEventStatus"
shaders:
type: array
items:
@@ -382,20 +767,77 @@ components:
type: number
oscPort:
type: number
oscBindAddress:
type: string
oscSmoothing:
type: number
autoReload:
type: boolean
maxTemporalHistoryFrames:
type: number
enableExternalKeying:
previewFps:
type: number
osc:
$ref: "#/components/schemas/AppOscStatus"
input:
type: object
properties:
backend:
type: string
enum: [decklink, ndi, none]
device:
type: string
resolution:
type: string
frameRate:
type: string
output:
type: object
properties:
backend:
type: string
enum: [decklink, ndi, none]
device:
type: string
resolution:
type: string
frameRate:
type: string
pixelFormat:
type: string
enum: [auto, bgra8, uyvy8]
systemFramePixelFormat:
type: string
keying:
type: object
properties:
outputAlpha:
type: boolean
inputVideoFormat:
description: Operator-facing derived alpha state. True when alphaRequired or the DeckLink external-keyer backing field is true.
external:
type: boolean
description: DeckLink external-keyer backing field. The bundled UI exposes this together with alphaRequired as Output alpha and only writes it true for DeckLink output.
alphaRequired:
type: boolean
description: General output alpha request. When true, automatic output pixel-format selection uses an alpha-carrying system-frame format.
AppOscStatus:
type: object
properties:
configured:
type: boolean
description: True when OSC has a nonzero configured port.
listening:
type: boolean
description: False in the current native host because UDP OSC ingress is only stubbed.
bindAddress:
type: string
inputFrameRate:
type: string
outputVideoFormat:
type: string
outputFrameRate:
port:
type: number
smoothing:
type: number
statusMessage:
type: string
additionalProperties: false
RuntimeStatus:
type: object
properties:
@@ -416,6 +858,52 @@ components:
type: number
modeName:
type: string
VideoOutputStatus:
type: object
description: Backend-neutral output telemetry. Backend-specific counters live under `backendMetrics`.
properties:
enabled:
type: boolean
backend:
type: string
example: decklink
statusMessage:
type: string
scheduleFailures:
type: number
completions:
type: number
late:
type: number
dropped:
type: number
backendMetrics:
$ref: "#/components/schemas/VideoOutputBackendMetrics"
VideoOutputBackendMetrics:
type: object
description: Backend-specific output metrics. For `decklink`, this contains DeckLink schedule and buffer telemetry.
additionalProperties: true
properties:
bufferedAvailable:
type: boolean
buffered:
type: number
nullable: true
scheduleCallMs:
type: number
scheduleLeadAvailable:
type: boolean
scheduleLeadFrames:
type: number
nullable: true
playbackFrameIndex:
type: number
nextScheduleFrameIndex:
type: number
playbackStreamTime:
type: number
scheduleRealignments:
type: number
DeckLinkStatus:
type: object
deprecated: true
@@ -462,10 +950,12 @@ components:
type: number
renderMs:
type: number
description: Alias of cadence.renderFrameMs for clients that read the top-level performance object.
smoothedRenderMs:
type: number
budgetUsedPercent:
type: number
description: Alias of cadence.renderFrameBudgetUsedPercent for clients that read the top-level performance object.
completionIntervalMs:
type: number
smoothedCompletionIntervalMs:
@@ -478,6 +968,262 @@ components:
type: number
flushedFrameCount:
type: number
cadence:
$ref: "#/components/schemas/CadenceTelemetry"
CadenceTelemetry:
type: object
properties:
clockOverruns:
type: number
description: Render cadence overruns where the render thread was late enough to skip one or more frame intervals.
clockSkippedFrames:
type: number
description: Total render cadence frame intervals skipped instead of catch-up rendering.
clockOveruns:
type: number
deprecated: true
description: Deprecated misspelled alias for clockOverruns.
clockSkipped:
type: number
deprecated: true
description: Deprecated alias for clockSkippedFrames.
renderFrameMs:
type: number
description: Most recent render-thread frame draw duration in milliseconds, excluding completed-readback copy and readback queue work.
renderFrameBudgetUsedPercent:
type: number
description: Most recent render-thread frame draw duration as a percentage of the selected frame budget.
renderFrameMaxMs:
type: number
description: Maximum observed render-thread frame draw duration in milliseconds for this process.
readbackQueueMs:
type: number
description: Most recent duration spent queueing async PBO readback for the selected system-frame pixel format after rendering.
completedReadbackCopyMs:
type: number
description: Most recent duration spent mapping and copying a completed readback into system-memory frame storage.
completedDrops:
type: number
description: Number of completed unscheduled system-memory frames dropped so render could reuse the slot.
acquireMisses:
type: number
description: Number of times render/readback could not acquire a writable system-memory frame slot.
inputFramesReceived:
type: number
inputFramesDropped:
type: number
inputConsumeMisses:
type: number
description: Render ticks where no ready input frame was available to upload.
inputUploadMisses:
type: number
description: Input texture upload attempts that reused the previous GL input texture.
inputReadyFrames:
type: number
description: Ready input frames currently queued in the input mailbox.
inputReadingFrames:
type: number
description: Input frames currently protected while render uploads them.
inputLatestAgeMs:
type: number
inputUploadMs:
type: number
inputCaptureFps:
type: number
inputConvertMs:
type: number
inputSubmitMs:
type: number
inputCaptureFormat:
type: string
deckLinkScheduleLeadAvailable:
type: boolean
description: Whether DeckLink playback stream-time lead telemetry is currently available.
deckLinkScheduleLeadFrames:
type: number
nullable: true
description: Estimated number of frame intervals between the next app schedule timestamp and the DeckLink playback frame index.
deckLinkPlaybackFrameIndex:
type: number
description: DeckLink playback stream time converted to frame index at the configured output cadence.
deckLinkNextScheduleFrameIndex:
type: number
description: Next frame index the app scheduler will assign to a DeckLink output frame.
deckLinkPlaybackStreamTime:
type: number
description: Raw DeckLink scheduled playback stream time in the output mode time scale.
deckLinkScheduleRealignments:
type: number
description: Count of schedule-cursor recovery realignments triggered by DeckLink late/drop pressure.
BackendPlayoutStatus:
type: object
properties:
lifecycleState:
type: string
example: running
degraded:
type: boolean
statusMessage:
type: string
lateFrameCount:
type: number
droppedFrameCount:
type: number
flushedFrameCount:
type: number
readyQueue:
$ref: "#/components/schemas/BackendReadyQueueStatus"
outputRender:
$ref: "#/components/schemas/BackendOutputRenderStatus"
recovery:
$ref: "#/components/schemas/BackendPlayoutRecoveryStatus"
BackendReadyQueueStatus:
type: object
properties:
depth:
type: number
description: Current number of ready output frames.
capacity:
type: number
description: Maximum ready output frames currently allowed.
minDepth:
type: number
description: Minimum observed ready queue depth since backend worker start.
maxDepth:
type: number
description: Maximum observed ready queue depth since backend worker start.
zeroDepthCount:
type: number
description: Number of observed samples where the ready queue was empty.
pushedCount:
type: number
poppedCount:
type: number
droppedCount:
type: number
underrunCount:
type: number
BackendOutputRenderStatus:
type: object
properties:
renderMs:
type: number
description: Most recent output render duration in milliseconds.
smoothedRenderMs:
type: number
description: Smoothed output render duration in milliseconds.
maxRenderMs:
type: number
description: Maximum observed output render duration in milliseconds.
acquireFrameMs:
type: number
description: Time spent acquiring a writable backend output frame in milliseconds.
renderRequestMs:
type: number
description: Time spent executing the render-thread output frame request in milliseconds.
endAccessMs:
type: number
description: Time spent ending write access to the backend output frame in milliseconds.
queueWaitMs:
type: number
description: Time the output render request spent waiting for the render thread in milliseconds.
drawMs:
type: number
description: Time spent drawing, blitting, packing, and flushing the output frame in milliseconds.
fenceWaitMs:
type: number
description: Time spent waiting for the async readback fence in milliseconds.
mapMs:
type: number
description: Time spent mapping the async readback pixel buffer in milliseconds.
readbackCopyMs:
type: number
description: Time spent copying async readback bytes into the backend output frame in milliseconds.
cachedCopyMs:
type: number
description: Time spent copying the cached output frame when async readback is not ready in milliseconds.
asyncQueueMs:
type: number
description: Time spent queueing the next async readback in milliseconds.
asyncQueueBufferMs:
type: number
description: Time spent orphaning or allocating the async readback pixel buffer in milliseconds.
asyncQueueSetupMs:
type: number
description: Time spent applying readback pixel-store, framebuffer, and pixel-pack-buffer state in milliseconds.
asyncQueueReadPixelsMs:
type: number
description: Time spent issuing glReadPixels for the async readback in milliseconds.
asyncQueueFenceMs:
type: number
description: Time spent creating the async readback fence in milliseconds.
syncReadMs:
type: number
description: Time spent in bootstrap synchronous readback in milliseconds.
asyncReadbackMissCount:
type: number
description: Count of output render requests where async readback was not ready.
cachedFallbackCount:
type: number
description: Count of output render requests served from the cached output frame.
syncFallbackCount:
type: number
description: Count of output render requests that used bootstrap synchronous readback.
BackendPlayoutRecoveryStatus:
type: object
properties:
completionResult:
type: string
enum: [Completed, DisplayedLate, Dropped, Flushed, Unknown]
completedFrameIndex:
type: number
scheduledFrameIndex:
type: number
scheduledLeadFrames:
type: number
measuredLagFrames:
type: number
catchUpFrames:
type: number
lateStreak:
type: number
dropStreak:
type: number
RuntimeEventStatus:
type: object
properties:
queue:
$ref: "#/components/schemas/RuntimeEventQueueStatus"
dispatch:
$ref: "#/components/schemas/RuntimeEventDispatchStatus"
RuntimeEventQueueStatus:
type: object
properties:
name:
type: string
depth:
type: number
capacity:
type: number
droppedCount:
type: number
oldestEventAgeMs:
type: number
RuntimeEventDispatchStatus:
type: object
properties:
dispatchCallCount:
type: number
dispatchedEventCount:
type: number
handlerInvocationCount:
type: number
handlerFailureCount:
type: number
lastDispatchDurationMs:
type: number
maxDispatchDurationMs:
type: number
ShaderSummary:
type: object
properties:
@@ -497,6 +1243,31 @@ components:
description: Error text for unavailable shader packages.
temporal:
$ref: "#/components/schemas/TemporalState"
feedback:
$ref: "#/components/schemas/FeedbackState"
ui:
$ref: "#/components/schemas/ShaderUiDefinition"
nullable: true
ShaderUiDefinition:
type: object
nullable: true
properties:
type:
type: string
enum: [webComponent]
entry:
type: string
description: Package-relative JavaScript module path from the shader manifest.
example: ui/controls.js
tag:
type: string
description: Custom element tag registered by the module.
example: my-shader-controls
assetUrl:
type: string
description: HTTP URL for loading the JavaScript module from the local control server.
example: /shader-assets/my-shader/ui/controls.js
additionalProperties: false
TemporalState:
type: object
properties:
@@ -509,6 +1280,13 @@ components:
type: number
effectiveHistoryLength:
type: number
FeedbackState:
type: object
properties:
enabled:
type: boolean
writePass:
type: string
LayerState:
type: object
properties:
@@ -522,6 +1300,9 @@ components:
type: boolean
temporal:
$ref: "#/components/schemas/TemporalState"
ui:
$ref: "#/components/schemas/ShaderUiDefinition"
nullable: true
parameters:
type: array
items:
@@ -570,6 +1351,9 @@ components:
font:
type: string
description: Font asset id used by text parameters, when declared.
fontParameter:
type: string
description: Enum parameter id used to select a text parameter font at runtime.
value:
description: Current parameter value.
oneOf:

View File

@@ -17,9 +17,9 @@ Generated files:
- `shader_cache/active_shader_wrapper.slang`: generated Slang wrapper for the most recently compiled shader pass.
- `shader_cache/active_shader.raw.frag`: raw GLSL emitted by `slangc` for the most recently compiled pass.
- `shader_cache/active_shader.frag`: patched GLSL consumed by the OpenGL path for the most recently compiled pass.
- `runtime_state.json`: autosaved latest layer stack, layer order, bypass state, shader assignments, and parameter values. The host reloads this file on startup.
- `stack_presets/*.json`: user-saved layer stack presets.
- `screenshots/*.png`: screenshots captured from the final output render target through the control UI/API.
- `runtime_state.json`: debounced autosave of the latest layer stack, layer order, bypass state, shader assignments, and parameter values. The host reloads this file on startup and falls back to the configured default shader if the file is missing or unusable.
- `stack_presets/*.json`: planned user-saved layer stack presets. Preset routes are present in the API surface but not implemented in the current native host.
- `screenshots/*.png`: planned screenshot output. Screenshot capture is present in the API surface but not implemented in the current native host.
Git policy:

View File

@@ -102,6 +102,7 @@ Optional fields:
- `fonts`: packaged font assets for live text parameters.
- `temporal`: history-buffer requirements.
- `feedback`: optional previous-frame shader-local feedback surface.
- `ui`: optional custom control UI module for this shader.
Parameter objects may also include an optional `description` string. The control UI displays it as one-line helper text with the full text available on hover, so use it for short operational guidance rather than long documentation.
@@ -121,6 +122,78 @@ Shader-visible identifiers must be valid Slang-style identifiers:
Use letters, numbers, and underscores only, and start with a letter or underscore. For example, `logoTexture` is valid; `logo-texture` is not valid as a shader-visible texture ID.
## Custom Control UI
Shaders may optionally declare a custom browser control panel implemented as a standard Web Component. This only changes the bundled React control surface; it does not change shader validation, parameter storage, render cadence, or video I/O behavior.
Manifest example:
```json
{
"ui": {
"type": "webComponent",
"entry": "ui/controls.js",
"tag": "my-shader-controls"
}
}
```
The `entry` file is loaded as a JavaScript module from:
```text
/shader-assets/{shaderId}/ui/controls.js
```
Rules:
- `type` must be `webComponent`.
- `entry` must be a safe relative `.js` or `.mjs` path inside the shader package. Use the package `ui/` directory for UI assets.
- `tag` must be a valid custom element name with a hyphen, for example `my-shader-controls`.
- The `entry` file must exist when the manifest is loaded.
- Custom UI controls must update declared manifest parameters. They cannot create hidden runtime parameters or bypass host validation.
- The React UI still provides a **Default controls** fallback for each layer.
Custom element API:
```js
class MyShaderControls extends HTMLElement {
set layer(value) {}
set parameters(value) {}
set values(value) {}
connectedCallback() {}
}
customElements.define("my-shader-controls", MyShaderControls);
```
The host sets these properties whenever layer state changes:
- `layer`: full layer object from `/api/state`.
- `parameters`: array of manifest parameter definitions with current `value`.
- `values`: object keyed by parameter id.
- `setParameter(id, value)`: updates a declared layer parameter through the same route used by the default controls.
- `requestReset()`: resets the layer parameters through the normal reset route.
A custom element may either call the functions directly:
```js
this.setParameter("strength", 0.75);
this.requestReset();
```
or dispatch events:
```js
this.dispatchEvent(new CustomEvent("shader-parameter-change", {
detail: { parameterId: "strength", value: 0.75 }
}));
this.dispatchEvent(new CustomEvent("shader-reset-parameters"));
```
When the host updates the element's properties, it also dispatches `shader-layer-update` with `{ layer, parameters, values }` in `event.detail`.
## Render Passes
Most shaders should omit `passes`. The runtime then creates one implicit pass:
@@ -592,6 +665,40 @@ float4 premultipliedText = drawTitleText(textUv, float4(1.0, 1.0, 1.0, 1.0));
Text is currently limited to printable ASCII. `maxLength` defaults to `64` and is clamped to `1..256`. The optional `font` field references a packaged font declared in `fonts`; if no font is specified, the runtime uses its fallback sans-serif renderer.
Text parameters can also choose their font from an enum parameter by setting `fontParameter` to that enum parameter's `id`:
```json
{
"fonts": [
{ "id": "inter", "path": "fonts/Inter-Regular.ttf" },
{ "id": "mono", "path": "fonts/Mono-Regular.ttf" }
],
"parameters": [
{
"id": "font",
"label": "Font",
"type": "enum",
"default": "inter",
"options": [
{ "value": "inter", "label": "Inter" },
{ "value": "mono", "label": "Mono" }
]
},
{
"id": "titleText",
"label": "Title",
"type": "text",
"default": "LIVE",
"font": "inter",
"fontParameter": "font",
"maxLength": 64
}
]
}
```
Every option `value` in the font selector enum must match a declared font asset `id`. The `font` field remains useful as the default/fallback font for the text parameter, while `fontParameter` lets operators switch atlases at runtime without adding shader-specific code.
Trigger example:
```json
@@ -619,6 +726,7 @@ Parameter validation:
- `color` must have exactly 4 numbers.
- Enum defaults must match one of the declared option values.
- Text defaults must be strings. Non-printable characters are dropped and values are clamped to `maxLength`.
- Text `fontParameter` values must reference an enum parameter whose option values are declared font asset IDs.
- Trigger values are incremented by the host when triggered. The shader sees the trigger count and last trigger time.
- Non-finite numeric values are rejected.
@@ -800,6 +908,7 @@ For multipass shaders, these files reflect the most recently compiled pass. If a
- Remember enum globals are integer indexes, not strings.
- Declare every texture in `shader.json`; undeclared texture samplers will not be bound.
- Declare packaged fonts in `shader.json` when text parameters should use a specific font.
- For selectable fonts, use a text parameter `fontParameter` that points at an enum whose option values are font IDs.
- Keep temporal history requests modest. They consume texture units and memory and are capped by runtime config.
- If a parameter appears in the UI but not in Slang, the shader may still compile, but the control has no effect.
- If a Slang name collides with a generated global, rename your parameter or local symbol.
@@ -815,5 +924,7 @@ Before committing a new shader package:
- Texture files referenced by `textures` exist.
- Font files referenced by `fonts` exist.
- Enum defaults are present in their `options`.
- Text `fontParameter` selectors reference valid font assets through their enum options.
- Custom UI entries, when present, load from a safe package-relative JavaScript module and register the declared web component tag.
- Temporal shaders handle short or empty history gracefully.
- The app can reload and compile the shader without errors.

View File

@@ -40,12 +40,12 @@ float4 sampleWarped(float2 uv, float2 resolution, out bool insideSource)
insideSource = uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0;
if (edgeMode == 1)
return sampleVideo(clamp(uv, 0.0, 1.0));
return sampleLayerInput(clamp(uv, 0.0, 1.0));
if (edgeMode == 2)
return sampleVideo(float2(mirroredCoordinate(uv.x), mirroredCoordinate(uv.y)));
return sampleLayerInput(float2(mirroredCoordinate(uv.x), mirroredCoordinate(uv.y)));
float edgeMask = sourceBoundsMask(uv, resolution);
float4 color = sampleVideo(clamp(uv, 0.0, 1.0));
float4 color = sampleLayerInput(clamp(uv, 0.0, 1.0));
return lerp(outsideColor, color, edgeMask);
}

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