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.
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
- 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 submission of a completed shader artifact
- render-thread-only GL commit once the artifact is ready
- compact telemetry
- non-GL frame-exchange tests
Intentionally not included yet:
- DeckLink input
- shader package rendering
- runtime state
- OSC/API control
- preview
- screenshots
- persistence
Those features should be ported only after the cadence spine is stable.
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.
Expected Telemetry
The app prints one line per second:
renderFps=59.9 scheduleFps=59.9 free=7 completed=1 scheduled=4 completedPollMisses=0 scheduleFailures=0 completions=119 late=0 dropped=0 shaderCommitted=1 shaderFailures=0 decklinkBuffered=4 scheduleCallMs=0.0
Healthy first-run signs:
- visible DeckLink output is smooth
renderFpsis close to the selected cadencescheduleFpsis close to the selected cadence after warmupscheduledstays near 4decklinkBufferedstays near 4 when availablelateanddroppeddo not increase continuouslyscheduleFailuresdoes not increaseshaderCommittedbecomes1after the background Happy Accident compile completesshaderFailuresremains0
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 shaders/happy-accident on a background thread owned by the app orchestration layer.
The render thread keeps drawing the simple motion renderer while Slang compiles. It does not choose packages, launch Slang, or track build lifecycle. It only receives a completed shader artifact and attempts the OpenGL shader compile/link at a frame boundary. If either the Slang build or GL commit fails, the app keeps rendering the simple motion fallback.
Successful handoff signs:
- console prints
Runtime shader committed: happy-accident - 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 handoffplatform/: COM/Win32/hidden GL context supportrender/: cadence, simple rendering, PBO readbackvideo/: DeckLink output wrapper and scheduling threadtelemetry/: cadence telemetryapp/: startup/shutdown orchestration
Next Porting Steps
Only after this app matches the probe's smooth output:
- replace
SimpleMotionRendererwith a render-scene interface - port shader package rendering
- port runtime snapshots/live state
- add control services
- add preview/screenshot from system-memory frames
- add DeckLink input as a CPU latest-frame mailbox