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video-shader-toys/apps/RenderCadenceCompositor
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RenderCadenceCompositor

This app is the modular version of the working DeckLink render-cadence probe.

Its job is to prove the production-facing foundation before the current compositor's shader/runtime/control features are ported over.

Before adding features here, read the guardrails in Render Cadence Golden Rules.

Architecture

RenderThread
  owns a hidden OpenGL context
  renders simple BGRA8 motion at selected cadence
  queues async PBO readback
  publishes completed frames into SystemFrameExchange

SystemFrameExchange
  owns Free / Rendering / Completed / Scheduled slots
  drops old completed unscheduled frames when render needs space
  protects scheduled frames until DeckLink completion

DeckLinkOutputThread
  consumes completed system-memory frames
  schedules them into DeckLink up to target depth
  never renders

Startup warms up real rendered frames before DeckLink scheduled playback starts.

Current Scope

Included now:

  • output-only DeckLink
  • non-blocking startup when DeckLink output is unavailable
  • hidden render-thread-owned OpenGL context
  • simple smooth-motion renderer
  • BGRA8-only output
  • async PBO readback
  • latest-N system-memory frame exchange
  • rendered-frame warmup
  • background Slang compile of shaders/happy-accident
  • app-owned display/render layer model for shader build readiness
  • app-owned submission of a completed shader artifact
  • render-thread-owned runtime render scene for ready shader layers
  • shared-context GL prepare worker for runtime shader program compile/link
  • render-thread-only GL program swap once a prepared program is ready
  • manifest-driven stateless single-pass shader packages
  • manifest-driven stateless named-pass shader packages
  • atomic render-plan swap after every pass program is prepared
  • HTTP shader list populated from supported stateless full-frame shader packages
  • default float, vec2, color, boolean, enum, and trigger parameters
  • small JSON writer for future HTTP/WebSocket payloads
  • JSON serialization for cadence telemetry snapshots
  • background logging with log, warning, and error levels
  • local HTTP control server matching the OpenAPI route surface
  • startup config provider for config/runtime-host.json
  • quiet telemetry health monitor
  • non-GL frame-exchange tests

Intentionally not included yet:

  • DeckLink input
  • temporal/history/feedback shader storage
  • texture/LUT asset upload
  • text-parameter rasterization
  • runtime state
  • OSC/API control
  • preview
  • screenshots
  • persistence

Those features should be ported only after the cadence spine is stable.

V1 Feature Parity Checklist

This tracks parity with apps/LoopThroughWithOpenGLCompositing.

  • Stable DeckLink output cadence
  • BGRA8 system-memory output path
  • Render thread owns its primary GL context
  • Output startup warmup before scheduled playback
  • Non-blocking startup when DeckLink output is unavailable
  • Runtime shader package discovery
  • Background Slang shader compile
  • Shared-context GL shader/program preparation
  • Render-thread program swap at a frame boundary
  • Stateless single-pass shader rendering
  • Stateless named-pass shader rendering
  • Atomic multipass render-plan commit
  • Shader add/remove control path
  • Previous-layer texture handoff for stacked shaders
  • Supported shader list in HTTP/UI state
  • Local HTTP server
  • WebSocket state updates for the UI
  • OpenAPI document serving
  • Static control UI serving
  • Startup config loading from config/runtime-host.json
  • Cadence telemetry JSON
  • Health logging for schedule/drop/starvation events
  • DeckLink input capture
  • Input frame upload into the render scene
  • Live video input bound to gVideoInput
  • Temporal history buffers
  • Feedback buffers
  • Texture asset loading and upload
  • LUT asset loading and upload
  • Text parameter rasterization
  • Runtime parameter updates from controls
  • Layer reorder/bypass/set-shader/update-parameter/reset-parameter controls
  • Full runtime state store/read model
  • Persistent layer stack/config writes
  • OSC ingress
  • Preview output
  • Screenshot capture
  • External keying support
  • Full V1 health/runtime presentation model

Build

cmake --build --preset build-debug --target RenderCadenceCompositor -- /m:1

The executable is:

build\vs2022-x64-debug\Debug\RenderCadenceCompositor.exe

Run

Run from VS Code with:

Debug RenderCadenceCompositor

Or from a terminal:

build\vs2022-x64-debug\Debug\RenderCadenceCompositor.exe

Press Enter to stop.

To test a different compatible shader package:

build\vs2022-x64-debug\Debug\RenderCadenceCompositor.exe --shader solid-color

Use --no-shader to keep the simple motion fallback only.

Startup Config

On startup the app loads config/runtime-host.json through AppConfigProvider, then applies explicit CLI overrides.

Currently consumed fields:

  • serverPort
  • shaderLibrary
  • oscBindAddress
  • oscPort
  • oscSmoothing
  • inputVideoFormat
  • inputFrameRate
  • outputVideoFormat
  • outputFrameRate
  • autoReload
  • maxTemporalHistoryFrames
  • previewFps
  • enableExternalKeying

The loaded config is treated as a read-only startup snapshot. Subsystems that need config should receive this snapshot or a narrowed config struct from app orchestration; they should not reload files independently.

Supported CLI overrides:

  • --shader <shader-id>
  • --no-shader
  • --port <port>

Expected Telemetry

Startup, shutdown, shader-build, and render-thread event messages are written through the app logger. Telemetry is intentionally separate and remains a compact once-per-second cadence line.

The logger writes to the console, OutputDebugStringA, and logs/render-cadence-compositor.log by default. Render-thread log calls use the non-blocking path so diagnostics do not become cadence blockers.

HTTP Control Server

The app starts a local HTTP control server on http://127.0.0.1:8080 by default, searching nearby ports if that one is busy.

Current endpoints:

  • GET / and UI asset paths: serve the bundled control UI from ui/dist
  • GET /api/state: returns OpenAPI-shaped display data with cadence telemetry, supported shaders, output status, and a read-only current runtime layer
  • GET /ws: upgrades to a WebSocket and streams state snapshots when they change
  • GET /docs/openapi.yaml and GET /openapi.yaml: serves the OpenAPI document
  • GET /docs: serves Swagger UI
  • POST /api/layers/add, /remove, /reorder, /set-bypass, /set-shader, /update-parameter, and /reset-parameters use the shared runtime control-command path
  • other OpenAPI POST routes are present but return { "ok": false, "error": "Endpoint is not implemented in RenderCadenceCompositor yet." }

The HTTP server runs on its own thread. It serves static UI/docs files, samples/copies telemetry through callbacks, and translates POST bodies into runtime control commands. Command execution is app-owned, so future OSC ingress can create the same commands without depending on HTTP route code. Control commands may update the display layer model, start background shader builds, or publish an already-built render-layer snapshot, but they do not call render work or DeckLink scheduling directly.

DeckLink output is an optional edge service in this app.

Startup order is:

  1. start render thread
  2. warm up rendered system-memory frames
  3. try to attach DeckLink output
  4. start telemetry and HTTP either way

If DeckLink discovery or output setup fails, the app logs a warning and continues running without starting the output scheduler or scheduled playback. This keeps render cadence, runtime shader testing, HTTP state, and logging available on machines without DeckLink hardware or drivers.

/api/state reports the output status in videoIO.statusMessage.

The app samples telemetry once per second.

Normal cadence samples are available through GET /api/state and are not printed to the console. The telemetry monitor only logs health events:

  • warning when DeckLink late/dropped-frame counters increase
  • warning when schedule failures increase
  • error when the app/DeckLink output buffer is starved

Healthy first-run signs:

  • visible DeckLink output is smooth
  • renderFps is close to the selected cadence
  • scheduleFps is close to the selected cadence after warmup
  • scheduled stays near 4
  • decklinkBuffered stays near 4 when available
  • late and dropped do not increase continuously
  • scheduleFailures does not increase
  • shaderCommitted becomes 1 after the background Happy Accident compile completes
  • shaderFailures remains 0

completedPollMisses means the DeckLink scheduling thread woke up before a completed frame was available. It is not a DeckLink playout underrun by itself. Treat it as healthy polling noise when scheduled, decklinkBuffered, late, dropped, and scheduleFailures remain stable.

Runtime Slang Shader Test

On startup the app begins compiling the selected shader package on a background thread owned by the app orchestration layer. The default is shaders/happy-accident.

The render thread keeps drawing the simple motion renderer while Slang compiles. It does not choose packages, launch Slang, or track build lifecycle. Once a completed shader artifact is published, the render-thread-owned runtime scene queues changed layers to a shared-context GL prepare worker. That worker compiles/links runtime shader programs off the cadence thread. The render thread only swaps in an already-prepared GL program at a frame boundary. If either the Slang build or GL preparation fails, the app keeps rendering the current renderer or simple motion fallback.

Current runtime shader support is deliberately limited to stateless full-frame packages:

  • one or more named passes
  • one sampled source input per pass
  • named intermediate outputs routed by the pass manifest
  • final visible output must be named layerOutput
  • no temporal history
  • no feedback storage
  • no texture/LUT assets yet
  • no text parameters yet
  • manifest defaults are used for parameters
  • the first layer receives a small fallback source texture until DeckLink input is added
  • stacked layers receive the previous ready layer output through both gVideoInput and gLayerInput

The /api/state shader list uses the same support rules as runtime shader compilation and reports only packages this app can run today. Unsupported manifest feature sets such as temporal, feedback, texture-backed, font-backed, or text-parameter shaders are hidden from the control UI for now.

Runtime shaders are exposed through RuntimeLayerModel as display layers with manifest parameter defaults. The model also records whether each layer has a render-ready artifact. Add/remove POST controls mutate this app-owned model and may start background shader builds.

When a layer becomes render-ready, the app publishes the ready render-layer snapshot to the render thread. The render thread owns the GL-side RuntimeRenderScene, diffs that snapshot at a frame boundary, queues new or changed pass programs to the shared-context prepare worker, swaps in a full prepared render plan only after every pass is ready, removes obsolete GL programs, and renders ready layers in order. Stacked stateless full-frame shaders render through internal ping-pong targets so each layer can sample the previous layer through gLayerInput; multipass shaders route named intermediate outputs through their manifest-declared pass inputs, and the final ready layer renders to the output target.

Successful handoff signs:

  • telemetry shows shaderCommitted=1
  • output changes from the simple motion pattern to the Happy Accident shader
  • render/schedule cadence remains near 60 fps during and after the handoff
  • DeckLink buffer remains stable

Baseline Result

Date: 2026-05-12

User-visible result:

  • output was smooth
  • DeckLink held a 4-frame buffer

Representative telemetry:

renderFps=59.9 scheduleFps=59.9 free=8 completed=0 scheduled=4 completedPollMisses=30 scheduleFailures=0 completions=720 late=0 dropped=0 decklinkBuffered=4 scheduleCallMs=1.2
renderFps=59.8 scheduleFps=59.8 free=7 completed=1 scheduled=4 completedPollMisses=36 scheduleFailures=0 completions=1080 late=0 dropped=0 decklinkBuffered=4 scheduleCallMs=4.7
renderFps=59.9 scheduleFps=59.9 free=7 completed=1 scheduled=4 completedPollMisses=86 scheduleFailures=0 completions=1381 late=0 dropped=0 decklinkBuffered=4 scheduleCallMs=2.1

Read:

  • render cadence and DeckLink schedule cadence both held roughly 60 fps
  • app scheduled depth stayed at 4
  • actual DeckLink buffered depth stayed at 4
  • no late frames, dropped frames, or schedule failures were observed
  • completed poll misses were benign because playout remained fully fed

Tests

cmake --build --preset build-debug --target RenderCadenceCompositorFrameExchangeTests -- /m:1
ctest --test-dir build\vs2022-x64-debug -C Debug -R RenderCadenceCompositorFrameExchangeTests --output-on-failure

Relationship To The Probe

apps/DeckLinkRenderCadenceProbe proved the timing model in one compact file.

This app keeps the same core behavior but splits it into modules that can grow:

  • frames/: system-memory handoff
  • platform/: COM/Win32/hidden GL context support
  • render/: cadence thread, clock, and simple renderer
  • render/readback/: PBO-backed BGRA8 readback and completed-frame publication
  • render/runtime/RuntimeRenderScene: render-thread-owned GL scene for ready runtime shader layers
  • render/runtime/RuntimeShaderPrepareWorker: shared-context runtime shader program compile/link worker
  • runtime/: app-owned shader layer readiness model, runtime Slang build bridge, and completed artifact handoff
  • control/: control action results and runtime-state JSON presentation
  • control/http/: local HTTP API, static UI serving, OpenAPI serving, and WebSocket updates
  • json/: compact JSON serialization helpers
  • video/: DeckLink output wrapper and scheduling thread
  • telemetry/: cadence telemetry
  • telemetry/TelemetryHealthMonitor: quiet health event logging from telemetry samples
  • app/: startup/shutdown orchestration
  • app/AppConfigProvider: startup config loading and CLI overrides

Next Porting Steps

Only after this app matches the probe's smooth output:

  1. replace SimpleMotionRenderer with a render-scene interface
  2. port shader package rendering
  3. port runtime snapshots/live state
  4. add control services
  5. add preview/screenshot from system-memory frames
  6. add DeckLink input as a CPU latest-frame mailbox