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3ffb562ff7 |
@@ -26,7 +26,7 @@ InputFrameMailbox
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SystemFrameExchange
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owns Free / Rendering / Completed / Scheduled slots
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preserves completed output frames once they are waiting for playout
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preserves completed output frames as a bounded FIFO reserve once they are waiting for playout
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protects scheduled frames until DeckLink completion
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DeckLinkOutputThread
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@@ -52,8 +52,9 @@ Included now:
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- bounded three-frame input warmup before render cadence starts
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- render-thread-owned input texture upload
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- async PBO readback
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- latest-N system-memory frame exchange
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- bounded FIFO system-memory frame exchange
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- bounded completed-frame output preroll reserve before DeckLink playback, with DeckLink scheduled depth still targeted at four
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- conservative DeckLink schedule-lead telemetry and recovery
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- background Slang compile of `shaders/happy-accident`
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- app-owned display/render layer model for shader build readiness
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- app-owned submission of a completed shader artifact
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@@ -266,7 +267,7 @@ The app samples telemetry once per second.
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Normal cadence samples are available through `GET /api/state` and are not printed to the console. The telemetry monitor only logs health events:
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- warning when DeckLink late/dropped-frame counters increase
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- warning when DeckLink late/dropped-frame counters increase, including schedule lead and recovery count
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- warning when schedule failures increase
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- error when the app/DeckLink output buffer is starved
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@@ -285,8 +286,14 @@ Input telemetry:
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- `renderFrameMaxMs`: maximum observed render-thread draw duration for this process
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- `readbackQueueMs`: time spent queueing the most recent async BGRA8 PBO readback
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- `completedReadbackCopyMs`: time spent mapping/copying the most recent completed readback into system-memory frame storage
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- `completedDrops`: completed unscheduled system-memory frames dropped; expected to stay flat in the cadence compositor output path
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- `completedDrops`: oldest completed unscheduled system-memory frames dropped because the bounded completed reserve overflowed; this is an app-side reserve drop, not a DeckLink dropped-frame report
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- `acquireMisses`: times render/readback could not acquire a writable system-memory frame slot; completed frames waiting for playout are preserved instead of being displaced
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- `deckLinkScheduleLeadAvailable`: whether DeckLink schedule-lead telemetry was available for the latest sample
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- `deckLinkScheduleLeadFrames`: estimated distance between the DeckLink playback cursor and the next scheduled stream time
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- `deckLinkPlaybackFrameIndex`: latest sampled DeckLink playback frame index
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- `deckLinkNextScheduleFrameIndex`: next stream frame index the app intends to schedule
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- `deckLinkPlaybackStreamTime`: latest sampled DeckLink playback stream time in DeckLink time units
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- `deckLinkScheduleRealignments`: conservative schedule-cursor recoveries triggered by late/drop pressure or dangerously low lead
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- `inputConsumeMisses`: render ticks where no ready input frame was available to upload
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- `inputUploadMisses`: input texture upload attempts that reused the previous GL input texture
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- `inputReadyFrames`: ready input frames currently queued in `InputFrameMailbox`
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@@ -303,7 +310,7 @@ Input telemetry:
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- `inputUnsupportedFrames`: input frames rejected before mailbox submission
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- `inputSubmitMisses`: input frames that could not be submitted to the mailbox
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Runtime shaders continue rendering when input is missing. If no mailbox frame has been uploaded yet, shader samplers use the runtime fallback source texture; once DeckLink input is flowing, shaders such as CRT and trigger-ripple sample the real/latest input through `gVideoInput`.
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Runtime shaders continue rendering when input is missing. If no mailbox frame has been uploaded yet, shader samplers use the runtime fallback source texture; once DeckLink input is flowing, shaders such as CRT and trigger-ripple sample the current input through `gVideoInput`.
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Healthy first-run signs:
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@@ -312,6 +319,8 @@ Healthy first-run signs:
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- `scheduleFps` is close to the selected cadence after warmup
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- `scheduled` stays near 4
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- `decklinkBuffered` stays near 4 when available
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- `deckLinkScheduleLeadFrames` remains positive and stable when available
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- `deckLinkScheduleRealignments` does not increase continuously
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- `late` and `dropped` do not increase continuously
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- `scheduleFailures` does not increase
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- `shaderCommitted` becomes `1` after the background Happy Accident compile completes
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@@ -386,6 +395,7 @@ Read:
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- render cadence and DeckLink schedule cadence both held roughly 60 fps
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- app scheduled depth stayed at 4
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- actual DeckLink buffered depth stayed at 4
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- DeckLink schedule lead remained positive during healthy playback
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- no late frames, dropped frames, or schedule failures were observed
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- completed poll misses were benign because playout remained fully fed
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@@ -406,7 +416,7 @@ This app keeps the same core behavior but splits it into modules that can grow:
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- `platform/`: COM/Win32/hidden GL context support
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- `render/`: cadence thread, clock, and simple renderer
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- `frames/InputFrameMailbox`: non-blocking bounded FIFO CPU input handoff with contiguous-copy fast path for matching row strides
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- `render/InputFrameTexture`: render-thread-owned upload of the latest CPU input frame into GL, including raw UYVY8 decode into the shader-visible input texture
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- `render/InputFrameTexture`: render-thread-owned upload of the currently acquired CPU input frame into GL, including raw UYVY8 decode into the shader-visible input texture
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- `render/readback/`: PBO-backed BGRA8 readback and completed-frame publication
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- `render/runtime/RuntimeRenderScene`: render-thread-owned GL scene for ready runtime shader layers
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- `render/runtime/RuntimeShaderPrepareWorker`: shared-context runtime shader program compile/link worker
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@@ -10,7 +10,10 @@ The active plan for tightening render-thread ownership is:
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The plan for building a fresh modular app around the proven probe architecture is:
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- [New Render Cadence App Plan](NEW_RENDER_CADENCE_APP_PLAN.md)
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- [RenderCadenceCompositor README](../apps/RenderCadenceCompositor/README.md)
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- [Render Cadence Golden Rules](RENDER_CADENCE_GOLDEN_RULES.md)
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`NEW_RENDER_CADENCE_APP_PLAN.md` remains as historical planning context, but the README and golden rules are the current contract for the new cadence-first app.
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## Application Shape
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@@ -287,7 +290,7 @@ Slots have four states:
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- `Completed`
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- `Scheduled`
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Completed-but-unscheduled frames are treated as a latest-N cache. If render cadence needs space and old completed frames have not been scheduled, the oldest unscheduled completed frame can be recycled.
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In the current legacy app, completed-but-unscheduled frames are treated as a latest-N cache. The newer `RenderCadenceCompositor` uses a bounded FIFO completed reserve instead; see its README for the cadence-first contract.
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Scheduled frames are protected until DeckLink reports completion.
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@@ -295,7 +298,7 @@ Scheduled frames are protected until DeckLink reports completion.
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`RenderOutputQueue` holds completed unscheduled output frames waiting to be scheduled.
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It is bounded and latest-N:
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In the legacy app it is bounded and latest-N:
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- pushing beyond capacity releases/drops the oldest ready frame
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- `DropOldestFrame()` is used when the frame pool needs to recycle old completed work
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@@ -363,7 +366,7 @@ The probe does not use the main runtime, shader system, preview path, input uplo
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- one OpenGL render thread with its own hidden GL context
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- simple BGRA8 motion rendering
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- async PBO readback
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- latest-N system-memory frame slots
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- legacy latest-N system-memory frame slots; bounded FIFO completed reserve in `RenderCadenceCompositor`
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- a playout thread that feeds DeckLink
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- real rendered warmup before scheduled playback
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@@ -531,7 +534,7 @@ When `VST_DISABLE_INPUT_CAPTURE=1`, this flow is skipped.
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- Keep one owner for each kind of state.
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- Keep GL work on the render thread.
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- Keep DeckLink completion callbacks passive.
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- Treat completed unscheduled output frames as latest-N cache entries.
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- In the legacy app, treat completed unscheduled output frames as latest-N cache entries; in `RenderCadenceCompositor`, preserve completed frames as a bounded FIFO reserve.
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- Protect scheduled output frames until DeckLink completion.
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- Keep output timing more important than preview/screenshot.
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- Measure timing by domain instead of adding fallback branches blindly.
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@@ -115,6 +115,24 @@ Lesson:
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- keep synthetic counters only as diagnostics
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- do not infer device health from internal stream indexes alone
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### Schedule Cursor Recovery Must Be Conservative
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The DeckLink schedule cursor should normally advance as a continuous stream timeline. Continuously realigning the next scheduled stream time to the sampled playback cursor can create its own timing fault: output may look like low FPS even when render and scheduling counters average 59.94/60 fps.
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What worked better:
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- use the exact DeckLink frame duration for the render cadence
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- keep healthy scheduling on a continuous stream cursor
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- measure schedule lead from DeckLink playback time versus the next schedule time
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- realign only after real pressure, such as a late/drop report or dangerously low measured lead
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- re-arm proactive realignment only after lead has recovered
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Lesson:
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- schedule recovery is an output-edge safety valve, not a per-frame timing policy
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- if recovery increments continuously, the recovery path has become the problem
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- include schedule lead and realignment count in telemetry/logs so drift is visible before guessing
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### More Buffer Is Not Automatically Smoother
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Increasing DeckLink scheduled frames sometimes made the reported device buffer look healthier while visible motion still stuttered.
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@@ -196,7 +214,7 @@ Lesson:
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- system-memory slots are the contract between render and playout
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- scheduled slots must not be recycled early
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- completed-but-unscheduled slots can be latest-N cache entries
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- completed-but-unscheduled slots should form a bounded FIFO reserve for playout
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### Startup Needs Real Preroll
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@@ -222,18 +240,18 @@ Lesson:
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The app has at least two important frame stores:
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- system-memory completed/latest-N frames
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- system-memory completed FIFO reserve frames
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- DeckLink scheduled/device buffer
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They have different ownership rules.
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Completed-but-unscheduled frames are disposable if a newer frame is available and cadence needs the slot.
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Completed-but-unscheduled frames should be a bounded FIFO reserve for playout. If that reserve overflows, dropping the oldest completed frame is an app-side reserve policy and should be counted separately from DeckLink dropped frames.
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Scheduled frames are not disposable because DeckLink may still read them.
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Lesson:
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- latest-N completed frames are a cache
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- completed frames waiting for playout are a bounded FIFO reserve
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- scheduled frames are owned by DeckLink until completion
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- keep metrics for both
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@@ -246,7 +264,8 @@ That couples the clocks again.
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Lesson:
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- render cadence should keep rendering at selected cadence
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- if completed cache is full, recycle/drop the oldest unscheduled completed frame
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- render acquire should not evict completed frames that are waiting for playout
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- if the completed reserve overflows, drop/count the oldest unscheduled completed frame
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- only scheduled/in-flight saturation should prevent rendering to a safe slot
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## Render Thread Lessons
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@@ -340,7 +359,7 @@ The current direction is still sound:
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```text
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Render cadence loop
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renders at selected output cadence
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writes latest-N completed system-memory frames
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writes completed system-memory frames into a bounded FIFO reserve
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never sprints to refill DeckLink
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Frame store
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@@ -387,7 +406,7 @@ A full rewrite becomes attractive only if the current GL ownership model cannot
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- Render cadence is time-driven, not completion-driven.
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- DeckLink scheduling is device-buffer-driven, not render-driven.
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- Completion callbacks release and report; they do not render.
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- System-memory completed frames are latest-N cache entries.
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- System-memory completed frames are a bounded FIFO reserve.
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- Scheduled frames are protected until DeckLink completion.
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- Startup uses real rendered warmup/preroll.
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- Black fallback is degraded/error behavior, not steady-state behavior.
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@@ -1,5 +1,7 @@
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# New Render Cadence App Plan
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Status: historical implementation plan. `apps/RenderCadenceCompositor` now exists; use [apps/RenderCadenceCompositor/README.md](../apps/RenderCadenceCompositor/README.md) and [Render Cadence Golden Rules](RENDER_CADENCE_GOLDEN_RULES.md) as the current implementation contract.
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This plan describes a new application folder that rebuilds the output path from the proven `DeckLinkRenderCadenceProbe` architecture, but as a maintainable app foundation rather than a monolithic probe file.
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The first goal is not to port the current compositor feature set. The first goal is to reproduce the probe's smooth 59.94/60 fps DeckLink output with clean module boundaries, tests where possible, and a structure that can later accept the shader/runtime/control systems without compromising timing.
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@@ -43,7 +45,7 @@ Render cadence thread
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System frame exchange
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-> owns Free / Rendering / Completed / Scheduled slots
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-> latest-N semantics for completed unscheduled frames
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-> bounded FIFO reserve for completed unscheduled frames
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-> protects scheduled frames until DeckLink completion
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DeckLink output thread
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@@ -63,7 +65,7 @@ Everything else must fit around that spine.
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- Completion callbacks never render.
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- No synchronous render request exists in the output path.
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- Preview, screenshot, input upload, shader rebuild, and runtime control cannot run ahead of a due output frame.
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- Completed unscheduled frames are latest-N and disposable.
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- Completed unscheduled frames are a bounded FIFO reserve; overflow drops are counted separately from DeckLink drops.
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- Scheduled frames are protected until DeckLink completion.
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- Startup warms up real rendered frames before scheduled playback starts.
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@@ -77,7 +79,7 @@ Keep these behaviors from `DeckLinkRenderCadenceProbe`:
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- PBO ring readback
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- non-blocking fence polling with zero timeout
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- system-memory slots with `Free`, `Rendering`, `Completed`, `Scheduled`
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- drop oldest completed unscheduled frame if render needs space
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- preserve completed frames waiting for playout; drop/count the oldest completed frame only if the bounded reserve overflows
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- DeckLink playout thread only schedules completed frames
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- warmup completed frames before `StartScheduledPlayback()`
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- one-line-per-second timing telemetry
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@@ -430,7 +432,7 @@ Feature set:
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- simple motion renderer
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- BGRA8 only
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- PBO async readback
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- latest-N system-memory frame exchange
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- bounded FIFO system-memory frame exchange
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- warmup before playback
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- one-line telemetry
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@@ -48,6 +48,7 @@ The output/scheduling side may:
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- release frames after DeckLink completion
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- report late/dropped/schedule telemetry
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- record app-side poll misses
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- conservatively realign the DeckLink schedule cursor after measured timing pressure
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It must not:
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@@ -55,6 +56,7 @@ It must not:
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- invoke GL
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- compile shaders
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- block the render cadence waiting for DeckLink
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- continuously rewrite healthy scheduled timestamps
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If no completed frame is available, record the miss and keep the ownership boundary intact.
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@@ -93,9 +95,11 @@ Short mutex use for exchanging small already-prepared objects is acceptable. Hol
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## 6. System Memory Frames Are A Handoff, Not A Render Driver
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The system-memory frame exchange stores the latest rendered frames and protects frames scheduled to DeckLink.
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The system-memory frame exchange stores completed frames as a bounded FIFO reserve and protects frames scheduled to DeckLink.
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It may drop old completed, unscheduled frames when the render thread needs a free slot. It must never force the render thread to wait for the output side to consume a frame.
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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.
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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.
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## 7. Startup Uses Warmup, Not Burst Rendering
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@@ -114,6 +118,8 @@ Good examples:
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- `completedPollMisses`
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- `scheduleFailures`
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- `decklinkBuffered`
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- `deckLinkScheduleLeadFrames`
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- `deckLinkScheduleRealignments`
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- `inputCaptureFps`
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- `inputSubmitMs`
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- `inputUploadMs`
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@@ -98,7 +98,7 @@ render cadence thread
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-> samples latest render input/state
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-> renders one frame
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-> queues async readback/copies completed readback into system-memory slot
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-> publishes completed frame to latest-N output buffer
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-> publishes completed frame to bounded FIFO output reserve
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video output thread
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-> consumes completed system-memory frames
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Reference in New Issue
Block a user