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video-shader-toys/docs/NEW_RENDER_CADENCE_APP_PLAN.md
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Clean up pass
2026-05-12 13:14:52 +10:00

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Markdown

# New Render Cadence App Plan
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.
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.
## Working Name
Suggested folder:
```text
apps/RenderCadenceCompositor
```
Suggested executable:
```text
RenderCadenceCompositor
```
The existing app remains intact:
```text
apps/LoopThroughWithOpenGLCompositing
```
The probe remains the control sample:
```text
apps/DeckLinkRenderCadenceProbe
```
## Design Principle
The app is built around one spine:
```text
Render cadence thread
-> owns GL context
-> renders at selected frame cadence
-> performs async BGRA8 readback
-> publishes completed system-memory frames
System frame exchange
-> owns Free / Rendering / Completed / Scheduled slots
-> latest-N semantics for completed unscheduled frames
-> protects scheduled frames until DeckLink completion
DeckLink output thread
-> consumes completed frames
-> schedules to target buffer depth
-> releases scheduled frames on completion
-> never renders
```
Everything else must fit around that spine.
## Non-Negotiable Rules
- The render thread owns its GL context from initialization to shutdown.
- The render thread is driven by selected render cadence, not DeckLink demand.
- DeckLink scheduling never calls render code.
- Completion callbacks never render.
- No synchronous render request exists in the output path.
- Preview, screenshot, input upload, shader rebuild, and runtime control cannot run ahead of a due output frame.
- Completed unscheduled frames are latest-N and disposable.
- Scheduled frames are protected until DeckLink completion.
- Startup warms up real rendered frames before scheduled playback starts.
## Borrow From The Probe
Keep these behaviors from `DeckLinkRenderCadenceProbe`:
- hidden OpenGL context owned by the render thread
- simple render loop with `nextRenderTime`
- BGRA8 render target
- PBO ring readback
- non-blocking fence polling with zero timeout
- system-memory slots with `Free`, `Rendering`, `Completed`, `Scheduled`
- drop oldest completed unscheduled frame if render needs space
- DeckLink playout thread only schedules completed frames
- warmup completed frames before `StartScheduledPlayback()`
- one-line-per-second timing telemetry
## Do Not Borrow Directly
The probe is deliberately compact. Do not carry over these probe limitations into the new app:
- one huge `.cpp` file
- hard-coded output mode as permanent behavior
- render pattern, frame store, PBO logic, DeckLink playout, COM setup, and telemetry mixed together
- no reusable interfaces
- no unit-testable non-GL core
## Proposed Folder Structure
```text
apps/RenderCadenceCompositor/
README.md
RenderCadenceCompositor.cpp
app/
RenderCadenceApp.cpp
RenderCadenceApp.h
AppConfig.cpp
AppConfig.h
AppConfigProvider.cpp
AppConfigProvider.h
control/
HttpControlServer.cpp
HttpControlServer.h
RuntimeStateJson.h
platform/
ComInit.cpp
ComInit.h
HiddenGlWindow.cpp
HiddenGlWindow.h
Win32Console.cpp
Win32Console.h
render/
RenderThread.cpp
RenderThread.h
RenderCadenceClock.cpp
RenderCadenceClock.h
SimpleMotionRenderer.cpp
SimpleMotionRenderer.h
Bgra8ReadbackPipeline.cpp
Bgra8ReadbackPipeline.h
PboReadbackRing.cpp
PboReadbackRing.h
frames/
SystemFrameExchange.cpp
SystemFrameExchange.h
SystemFrameTypes.h
video/
DeckLinkOutput.cpp
DeckLinkOutput.h
DeckLinkOutputThread.cpp
DeckLinkOutputThread.h
telemetry/
CadenceTelemetry.cpp
CadenceTelemetry.h
CadenceTelemetryJson.h
TelemetryHealthMonitor.h
logging/
Logger.cpp
Logger.h
json/
JsonWriter.cpp
JsonWriter.h
```
The new app can reuse selected existing source files from the current app at first:
- `videoio/decklink/DeckLinkSession.*`
- `videoio/decklink/DeckLinkDisplayMode.*`
- `videoio/decklink/DeckLinkVideoIOFormat.*`
- `videoio/decklink/DeckLinkFrameTransfer.*`
- `videoio/VideoIOFormat.*`
- `videoio/VideoIOTypes.h`
- `videoio/VideoPlayoutScheduler.*`
- `gl/renderer/GLExtensions.*`
Longer term, shared code should move into common libraries, but the first version can link these files directly to avoid a big build-system refactor.
## Module Responsibilities
### `RenderCadenceApp`
Owns top-level startup/shutdown sequencing.
Responsibilities:
- initialize COM
- discover/select DeckLink output
- create frame exchange
- start render thread
- wait for completed-frame warmup
- start DeckLink output thread
- wait for scheduled buffer warmup
- start DeckLink scheduled playback
- start telemetry printer
- stop in reverse order
It should not contain OpenGL drawing code, frame slot policy, or DeckLink scheduling loops.
### `AppConfig`
Owns runtime settings for the initial app.
Initial settings:
- output mode preference
- output width/height validation
- frame buffer capacity
- PBO depth
- warmup completed-frame count
- target DeckLink scheduled depth
- telemetry interval
Initial values should match the successful probe:
```text
systemFrameSlots = 12
pboDepth = 6
warmupFrames = 4
targetDeckLinkBufferedFrames = 4
pixelFormat = BGRA8
```
### `HiddenGlWindow`
Owns hidden Win32 window, device context, and OpenGL context creation.
Responsibilities:
- create hidden window with `CS_OWNDC`
- choose/set pixel format
- create `HGLRC`
- expose `MakeCurrent()` and `ClearCurrent()`
- destroy context/window safely
Only `RenderThread` should call `MakeCurrent()` after startup.
### `RenderThread`
Owns the render loop and GL context for its full lifetime.
Responsibilities:
- create/bind hidden GL context
- resolve GL extensions
- initialize renderer/readback pipeline
- run cadence loop
- render one frame when due
- queue PBO readback
- consume completed PBOs into `SystemFrameExchange`
- record telemetry
- destroy GL resources on the render thread
It must not:
- wait for DeckLink
- schedule DeckLink frames
- block on a system frame slot if only completed unscheduled frames can be dropped
- accept arbitrary GL tasks ahead of output frames
### `RenderCadenceClock`
Small, testable cadence helper.
Responsibilities:
- track target frame duration
- return whether a render is due
- compute sleep duration
- detect overrun/skipped ticks
- never speed up to fill buffers
This should be unit tested without GL.
### `SimpleMotionRenderer`
First renderer only.
Responsibilities:
- render obvious smooth motion and color changes
- produce BGRA8-compatible framebuffer content
- make dropped/repeated frames visually obvious
This intentionally avoids shader-package/runtime complexity.
### `Bgra8ReadbackPipeline`
Owns output framebuffer and BGRA8 readback orchestration.
Responsibilities:
- configure render target dimensions
- render into an RGBA8/BGRA-compatible texture
- coordinate `PboReadbackRing`
- publish completed frames into `SystemFrameExchange`
### `PboReadbackRing`
Owns PBO/fence state.
Responsibilities:
- queue readback into the next free PBO slot
- poll completed fences with zero timeout
- map/copy completed PBOs into provided system-memory slots
- count PBO misses
- clean up fences/PBOs on render thread
This is GL-backed, but the state model should be small and easy to reason about.
### `SystemFrameExchange`
The central handoff between render and video.
Responsibilities:
- own system-memory frame buffers
- track slot states: `Free`, `Rendering`, `Completed`, `Scheduled`
- provide `AcquireForRender()`
- provide `PublishCompleted()`
- provide `ConsumeCompletedForSchedule()`
- provide `ReleaseScheduledByBytes()`
- drop oldest completed unscheduled frame when render needs a slot
- expose metrics
This should be unit tested heavily.
### `DeckLinkOutput`
Thin wrapper around `DeckLinkSession` for output-only use.
Responsibilities:
- discover/select output mode
- configure output callback
- prepare output schedule
- schedule app-owned system-memory frames
- start scheduled playback
- stop/release resources
- expose actual DeckLink buffered count
No input support in the first version.
### `DeckLinkOutputThread`
Owns playout scheduling loop.
Responsibilities:
- keep scheduled depth near target
- consume completed frames from `SystemFrameExchange`
- schedule them through `DeckLinkOutput`
- release frame if scheduling fails
- sleep briefly when scheduled buffer is full or no completed frame exists
It must not render.
### `CadenceTelemetry`
Owns counters, not policy.
Initial counters:
- rendered frames
- completed readback frames
- scheduled frames
- completion count
- completed-frame drops
- acquire misses
- schedule underruns
- PBO queue misses
- DeckLink late count
- DeckLink dropped count
- free/rendering/completed/scheduled slot counts
- actual DeckLink buffered frames
### `TelemetryHealthMonitor`
Samples cadence telemetry once per interval and logs only health events.
Normal telemetry is available through the HTTP state endpoint. The console should not receive a healthy once-per-second cadence line.
Health events:
- warning when DeckLink late/dropped-frame counters increase
- warning when schedule failures increase
- error when app/DeckLink output buffering is starved
## Startup Sequence
Target first-version startup:
```text
main
-> load AppConfig through AppConfigProvider
-> initialize COM
-> create SystemFrameExchange
-> start RenderThread
-> wait for completed frame warmup
-> optionally discover/select/configure DeckLink output
-> if DeckLink is available:
-> start DeckLinkOutputThread
-> wait for scheduled depth warmup
-> DeckLinkOutput start scheduled playback
-> if DeckLink is unavailable:
-> continue without video output
-> start TelemetryHealthMonitor
-> start HttpControlServer
-> wait for Enter
```
Shutdown:
```text
stop HttpControlServer
stop TelemetryHealthMonitor
stop DeckLinkOutputThread
DeckLinkOutput stop playback
stop RenderThread
DeckLinkOutput release resources
release COM
```
## First Milestone: Modular Probe Equivalent
This is the only goal for the initial implementation.
Feature set:
- console app
- output-only DeckLink
- no input
- hidden GL context
- simple motion renderer
- BGRA8 only
- PBO async readback
- latest-N system-memory frame exchange
- warmup before playback
- one-line telemetry
Acceptance:
- visible DeckLink output is smooth
- `renderFps` near selected cadence
- `scheduleFps` near selected cadence
- scheduled count/decklink buffered count stable around 4
- no continuous late/drop count
- no continuous PBO misses
- behavior matches or exceeds `DeckLinkRenderCadenceProbe`
## Second Milestone: Testable Core
Before porting compositor features, add tests for non-GL/non-DeckLink pieces.
Test targets:
- `SystemFrameExchangeTests`
- `RenderCadenceClockTests`
- `CadenceTelemetryTests`
Important cases:
- slot lifecycle transitions
- scheduled slots are protected
- completed unscheduled frames can be dropped
- stale handles/generations are rejected
- cadence does not speed up to refill buffers
- cadence records overrun/skipped ticks
## Third Milestone: Replace Simple Renderer With Render Interface
Add an interface around frame rendering:
```text
IRenderScene
-> InitializeGl()
-> RenderFrame(frameIndex, time)
-> ShutdownGl()
```
The first implementation remains `SimpleMotionRenderer`.
This creates the insertion point for shader-package rendering later without changing timing/scheduling.
## Fourth Milestone: Begin Porting Current App Features
Port only after the modular probe equivalent is stable.
Suggested order:
1. shader package compile/load
2. render pass/layer stack drawing
3. runtime snapshot input to renderer
4. live state overlays
5. control services
6. persistence/runtime store
7. preview from system-memory frames
8. screenshot from system-memory frames
9. input capture via CPU latest-frame mailbox
Each port must preserve the rule that the render thread cadence is primary.
## What Not To Port Early
Do not port these until the output spine is proven:
- DeckLink input
- preview GL presentation
- screenshot GL readback
- HTTP/OSC control services
- shader hot reload
- persistence
- runtime state JSON/open API
- complex telemetry/event dispatch
These are useful, but they are exactly the kinds of features that can accidentally reintroduce timing coupling.
## Build Plan
Initial CMake can follow the probe pattern:
```cmake
set(RENDER_CADENCE_APP_DIR "${CMAKE_CURRENT_SOURCE_DIR}/apps/RenderCadenceCompositor")
add_executable(RenderCadenceCompositor
# selected shared DeckLink/video/gl support files
# new modular app files
)
```
Later, shared source should be split into libraries:
```text
video_shader_decklink
video_shader_videoio
video_shader_gl_support
render_cadence_core
```
Avoid doing that library split before the first modular app works.
## VS Code Launch
Add a separate launch profile:
```text
Debug RenderCadenceCompositor
```
Run it as a console app so telemetry remains visible.
## Documentation
Add:
```text
apps/RenderCadenceCompositor/README.md
```
The README should record:
- intended architecture
- build/run instructions
- expected telemetry
- test result notes
- differences from the old app
- differences from the probe
## Success Criteria Before Porting More Features
Do not start feature porting until the new app can run with:
- stable smooth DeckLink output
- stable target scheduled depth
- stable actual DeckLink buffered count
- no regular visible freezes
- no steady PBO misses
- no steadily increasing late/dropped completions
- focus/minimize changes do not affect output cadence
- clean shutdown without hangs
This gives us a clean foundation. Once this is true, every feature added later has to prove it does not damage the spine.