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video-shader-toys/docs/FORKING_RENDER_CADENCE_BASE.md
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Font fix and forkable docs
2026-05-30 15:01:36 +10:00

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Forking The Render Cadence Base

This note captures the fork-readiness review for using this repository as a base where the render cadence and video I/O work are kept, but the GPU content being rendered is replaced in a separate repository.

Verdict

The repository is clean enough for an internal fork, but it needs a small hygiene pass before it becomes a comfortable long-lived base repo.

The important architecture is already in place: render cadence, video input/output, frame exchange, readback, preview, control, and shader build work are mostly separated by role. The main replacement point is the render-thread draw path in src/render/thread/RenderThread.cpp, where cadence, input upload, readback, and frame publication wrap the actual GPU rendering call.

For a new repo, keep the cadence and frame handoff machinery, then replace or narrow the runtime shader rendering layer.

Keep

These parts are the useful base for the fork:

  • src/frames: CPU frame handoff, input mailbox, and completed-frame exchange.
  • src/video/core: backend-neutral input/output contracts.
  • src/video/decklink, src/video/ndi, and src/video/playout: concrete video I/O edges and scheduling support.
  • src/render/thread: render cadence ownership, readback pumping, runtime render-layer commit point, and metrics.
  • src/render/readback: BGRA8 PBO readback and completed-frame publication.
  • src/platform: hidden GL window/context support.
  • src/app: startup, config, video backend factory, runtime layer orchestration, preview, telemetry, and HTTP server hookup.
  • src/control, src/telemetry, src/logging, and ui: useful if the new repo still wants a local control surface.

Replace Or Rework

These are most likely to change when the fork renders something other than shader packages:

  • src/render/runtime: current runtime shader scene, renderer, text texture cache, and shared-context shader preparation.
  • src/runtime/shader: background Slang package build bridge.
  • src/shader: shader package manifest parsing and Slang wrapper generation, unless the new renderer keeps the same shader package contract.
  • shaders/: bundled shader package library.
  • runtime/templates/shader_wrapper.slang.in: only needed for the current Slang package pipeline.
  • Shader-specific UI affordances in ui, if the new renderer has a different control model.

The cleanest first fork step is to preserve RenderThread's cadence/readback shell and introduce a narrow render-content interface behind the draw call. Then the new repo can swap the implementation without touching video I/O scheduling.

Current Swap Point

The current draw decision happens inside the readback queue call in src/render/thread/RenderThread.cpp:

if (runtimeRenderScene.HasLayers())
	runtimeRenderScene.RenderFrame(index, mConfig.width, mConfig.height, videoInputTexture);
else if (videoInputTexture != 0)
	renderer.RenderTexture(videoInputTexture);
else
	renderer.RenderFrame(index);

That is the practical boundary for a fork:

  • keep the tick clock, input upload, readback queueing, and SystemFrameExchange publication around it
  • replace what draws into the current GL framebuffer
  • keep video output consuming already completed system-memory frames

Do not move DeckLink, NDI, file I/O, shader compilation, or control handling into the cadence path while doing the replacement.

Fork Hygiene Checklist

Before cutting a long-lived fork, fix or decide these items:

  • Remove hardcoded happy-accident assumptions in src/app/AppConfig.h and src/runtime/shader/RuntimeSlangShaderCompiler.cpp.
  • Align remaining runtime third-party discovery with CMake. Font atlas generation now checks MSDF_ATLAS_GEN_ROOT, THIRD_PARTY_ROOT, 3rdParty, and video-io-3rdParty; shader compiler lookup still needs the same treatment for Slang.
  • Make config/runtime-host.json portable. Current checked-in defaults include a local NDI source name and DeckLink output.
  • Decide whether the fork keeps the Slang shader package contract. If not, retire or clearly isolate shaders/SHADER_CONTRACT.md, shader package UI, and shader manifest tests.
  • Mark older docs that reference apps/LoopThroughWithOpenGLCompositing as historical, or update them to point at the current src/ implementation.
  • Keep runtime/ generated output ignored, and keep only runtime/templates/ plus runtime/README.md tracked.
  • Keep the private SDK bundle as a submodule only if the new repo is intended for the same org/build environment. External forks should use ignored 3rdParty/ or explicit CMake SDK paths.

Verification Snapshot

Last checked locally on 2026-05-30 after the font-builder lookup fix:

  • Worktree was clean before documentation changes.
  • UI production build passed with npm.cmd run build.
  • Native debug build passed with cmake --build --preset build-debug --parallel.
  • Native tests passed 24 of 24 with ctest --test-dir build\vs2022-x64-debug -C Debug --output-on-failure.
  • FontAtlasBuilderTests now passes with msdf-atlas-gen.exe supplied by the private video-io-3rdParty/msdf-atlas-gen bundle.

The generated Visual Studio RUN_TESTS target did not build missing test executables by itself during the first local run; building the debug preset first produced the test binaries.

  1. Make the hygiene fixes above in this repo or immediately after the fork.
  2. Add a small render-content abstraction behind the RenderThread draw call.
  3. Port the existing runtime shader renderer behind that abstraction as the baseline implementation.
  4. Add the new renderer beside it.
  5. Verify that video output still consumes completed frames and never requests rendering directly.
  6. Only then remove shader package pieces that the new repo no longer needs.

That sequence preserves the hard-won cadence/video I/O behavior while giving the fork a clean place to become its own renderer.