Commit Graph
35 Commits
Author SHA1 Message Date
gramps 6310f50c27 perf(video): move tier scaling to ffmpeg
The frame pump now submits crop-sized BGRA frames; FFmpeg scales them to final tier dimensions. Bundled scaler benchmark: 300 608x1080 to 1080x1920 frames in 0.435s (scaler-only).

Reference: https://ffmpeg.org/ffmpeg-filters.html#scale-1
2026-11-04 10:52:35 -08:00
gramps 9b337ad91b feat(blur): the brand logo cannot be blurred
The blur is universal, so it would swallow the logo along with everything else. The compositor
now defers every visible brand logo: skipped in both element loops, blitted immediately AFTER
the blur group, before the flash/social/ticker overlays. One logo per scene, so it is cheap.

Preview mirrors it: the staged scene's brand logo is drawn above the blur host (StagedBrandLogo),
so what you see in the editor is what the encoder gets.

Test: a blur covering the logo's area leaves the logo's pixels exactly white while the coloured
background beneath it blends.
2026-11-01 13:32:23 -08:00
gramps bb51164f2f feat(blur): universal — the blur covers every layer, webcam included
The creator found the use case that reframes the feature: a moment of privacy while the webcam is
on. A blur that can only cover the desktop cannot do that.

- SceneCompositor applies the blur group AFTER every element is composited (still before the
  flash / social bar / ticker / zoom overlays), so it covers webcam, chat, alerts — anything. Its
  position in the layer list no longer affects the output, so it is added at the top and the
  reorder clamp is gone.
- Supersedes the earlier "blur sits below the brand" rule: a universal blur does obscure the logo
  when it covers it. Called out in frame-pipeline.md so it is not re-litigated.
- Preview mirrors it exactly: the blur host moved OUT of CanvasGrid to a sibling above it, so the
  VisualBrush samples every layer (and cannot sample itself). It used to sample only the backdrop,
  which is why a circle over the webcam would have shown sharp pixels in the editor and blurred
  ones in the stream.
2026-11-01 13:29:15 -08:00
gramps 71d0e87cac feat(blur): a privacy blur layer for the Live scene — boxes and circles over the desktop
Creator request 2026-11-01: a layer that hides part of the desktop from viewers. Box or circle,
drag/resize like any layer, one strength slider, several allowed.

**Z-order is policy, not preference.** `AddSource` inserts a blur directly above the background
and therefore below the brand logo, and `OnSceneElementsReordered` pushes any blur that ends up
above the brand back down. Nothing else in the app can move it into the brand's way.

**Overlap = the strongest single blur, never a stack.** `SceneCompositor.ApplyBlurLayers` collects
every visible blur the first time one is reached in the z-order, sorts them strongest-first, and
shares one coverage map: a pixel already covered by a stronger blur is skipped. Blurring
back-to-front would have produced something stronger than any slider setting allows, which is
exactly what was ruled out.

**One blur curve, shared with the webcam.** `RegionBlur` carries the constants the webcam blur
already used — downscale 4, radius 1–6 downscaled px, `RadiusFor(strength)` — and
`BackgroundEffectProcessor` now delegates to it instead of holding its own copy. The layer's
slider is the same 0–1 scale with the same 0.5 default, so "half strength" means the same blur in
both features. Cost is proportional to the blur's own rect, not the frame.

**Live scene only**, enforced in `AddSource` as well as the (+) menu (`CanAddBlur`), so a stale
menu item or a scripted call cannot plant one on BRB. `ElementKind.Dynamic`, so it is never baked
into the static base and every render path gets it — pump, preview, thumbnails, scene dump.

Persistence: `Source.BlurAmount` column + migration; shape rides the existing `ClipShape`.
Properties panel: Box | Circle plus the strength slider, gated on `IsBlurSelected`.

4 tests: outside the mask is byte-identical, inside loses its hard edges, a circle leaves its
box corners alone, and two identical stacked blurs equal one (the coverage map). Release builds
at 0 warnings.
2026-11-01 09:55:04 -08:00
gramps a3a4681aac Per-element composite timing + scene dump (measurement only)
The cadence work ended with a question the log could not answer: the compositor
manages 6.8 composites/s at ~141ms while the 10:03 take did 29-34ms on the "same
scene shape" (full-render split=0 elements=6 dynamic=5). Nothing in the stats line
said WHICH of the six elements cost what, and nothing recorded the scene itself, so
the two takes could only be compared by eye. This closes that gap and nothing else:
no fix is attempted until a real take names the culprit.

- Services/Compositor/CompositeTimings.cs (new): per-window collector.
  Add(stage, ticks) accumulates; Describe(renders, minMs = 0.1) prints the averaged
  breakdown slowest-first, dropping sub-0.1ms noise.
- SceneCompositor.Render / CompositeLayers / BakeStaticBase / BlitBakedElement /
  BlitCachedLayer + SceneGraph.GetBakedBase: trailing optional CompositeTimings?
  Every stage is timed (backdrop, base, flash, social, ticker, zoom, scale, overlay,
  bake backdrop, bake overlays) and EVERY element gets its own entry keyed by
  z-index + name ("#2 Webcam"), with the nested "raster" sub-stage recording the
  paste-cache rasterize miss - the split between "re-samples every tick" and "slow
  paste" without a second session. Bake-pass elements are prefixed "bake #..." so a
  one-off rebake cannot masquerade as a per-composite cost. Callers that pass
  nothing (thumbnails, existing tests) are unaffected and pay nothing.
- FramePump: owns the collector, threads it through RenderScene/RenderFull/
  GetBakedBase/CompositeLayers, and logs "FramePump parts (N renders/5s): ..." once
  per 5s window beside the stats line (averaged per render, so it compares directly
  with "avg render"), then resets it. Also dumps the scene - "FramePump scene dump:"
  header plus one line per element (z-index, name, kind, source type, visibility,
  rect, opacity, clip) - at pump start and on every scene change.
- One Good Dog integration test (ytLive.Tests/CompositeTimingTests.cs): a real
  composite of a full-canvas element plus a 64x64 one through the real collector
  must rank the full-canvas element first, carry the raster sub-stage and the fixed
  stages, and the dump must name both elements with z-index/type/rect and echo the
  split point.

Derivative work (AGENTS.md): OBS's answer to "which source is slow" is the Source
Profiler - average execution time of each source's tick and render functions
(https://docs.obsproject.com/reference-libobs-util-source-profiler, util/profiler.h).
Same shape here: one timer per element per composite, reported as an average, plus
the stage split this case needs.

Docs in the same commit: ai.md (new subsection "Per-element composite timing + scene
dump", the closed gap corrected in "Frame cadence"), Services/index.md (new file row
+ FramePump/SceneCompositor rows), TASKS.md (unit marked shipped, next = creator
take), HANDOFF.md (rewritten: unpushed commit, next step, verify.sh whitelist hole).

Also recorded this session (from the creator): the launch command is
`dotnet run -c Release` - Release is the DEFAULT, Debug only when explicitly named,
and perf takes must read Release. ai.md -> Run updated.

Full suite 428 tests, 0 warnings; the only failures are the known audio env flakes
(both pass in isolation). Scope check passed.
2026-10-16 18:23:20 -07:00
gramps 6bff21b234 Zoom: anchor the capture, magnify the full composite, draw on top (Unit: zoom rework per creator correction)
Creator corrected the "loupe" zoom on 2026-10-08: the click anchors a fixed
capture region (box/2 centred on the click) and the box is a live 2x view of
that region — dragging the box never changes its content; it magnifies the
fully-composited frame (every layer, incl. webcam) and draws LAST (n+1).
Rectangle shape is 4:3 ("more of a 640x480 aspect").

- MainViewModel.Zoom.cs rewritten: ActivateZoom anchors CaptureX/CaptureY
  (independently clamped); UpdateZoomMove relocates the box only; the per-frame
  BuildZoomFrame/ZoomFrameBuilder path is gone.
- SceneCompositor: skips the active ZoomSceneElement in every layer loop and
  BlitZooms it last via the new pure ZoomMagnifier (2x bilinear, temp snapshot
  via ArrayPool, round clip).
- Preview: ZoomBox hoisted above CanvasGrid as a sibling; its brush samples the
  whole composed preview at the fixed capture (2x).
- Tests: ZoomMagnifierTests (box-over-blue shows green capture at 2x incl. an
  extra red "layer" — the loupe/backdrop-only regressions both fail it) +
  round-clip; ZoomBoxInteractionTests rewritten (anchored capture, move-doesn't-
  change-capture, 4:3/9:16/square). 404 pass, 2 known environment flakes.
2026-10-08 08:26:29 -07:00
gramps 6b6284d05c Perf: dedicated strip-parallel composite (4 threads, BelowNormal) — UNIT 5
A composite splits into four horizontal row strips across four DEDICATED
background threads; the calling thread takes a strip too (so four workers
never mean five-way oversubscription), and anything under 64 rows runs
inline. BlitContentRaw, BlitBakedElement and BlitOverlay now fan out.
Output is byte-identical — strips already partitioned by row.

The demotion deliberately does NOT come from Parallel.For. The pool is
shared, so Thread.CurrentThread.Priority = BelowNormal inside it leaks
into every unrelated work item that thread later runs — a full test run
after trying it broke AudioPipelineTests.Mix_HonorsProviderGains_AndGameMute_
KillsTheLoopback. Established guidance agrees: use your own producer/consumer
queue with your own Threads and set their priority yourself
(https://stackoverflow.com/questions/524483/net-backgroundworker-objects-thread-priority,
https://stackoverflow.com/questions/1578599/c-sharp-lower-thread-priority-in-thread-pool).
Helpers/StripPool.cs is that queue. Four threads is the measured sweet
spot: fewer leaves render over budget, more steals cycles from the game
and the encoder and made render worse.

The scaled blit's column LUT moves from a shared static buffer to
ArrayPool<float>.Shared with a finally — a single static buffer is a data
race the moment strips run in parallel.

Gate: SceneCompositorTests.StripParallel_RepeatedRenders_AreByteIdentical —
8 renders of a scaled round webcam + mirrored image + master-sized flash over
a short backdrop must be byte-for-byte identical, and must differ from a
backdrop-only render so it cannot pass vacuously. It caught a loop-variable
capture (new Thread(() => Worker(i)) saw i == Workers) that crashed the test
host on the first run.
2026-10-05 18:54:47 -07:00
gramps 3901cb8298 Compositor: parallelize BlitBakedElement and BlitOverlay row loops; cap at 4 threads (Unit 5) 2026-10-05 17:44:03 -07:00
gramps 623d77e531 Compositor: parallelize BlitContentRaw row loop (4 threads, BelowNormal intent) to speed scaled blits (Unit 5) 2026-10-05 17:40:05 -07:00
gramps dc1343896d Compositor: reuse column LUT buffer to avoid per-call allocations (Unit 4) 2026-10-05 16:18:26 -07:00
gramps 77d5120c87 Compositor: add per-column LUT for scaled BlitContentRaw to reduce per-pixel math (Unit 4) 2026-10-05 16:16:17 -07:00
gramps 08290ece16 Compositor: prefill only uncovered rows when backdrop not fully covered (Unit 4) 2026-10-05 16:13:39 -07:00
gramps bdea18e12c Fix: add missing System.Collections.Generic import and remove unused var
Also tidies build warnings from Unit 3 changes.
2026-10-05 13:39:42 -07:00
gramps 0464593a02 Compositor: fast-path opaque 1:1 when source fills canvas
Handle the case where an opaque source exactly covers the destination
canvas with 1:1 dimensions (even if offsets differ in calculation). This
avoids per-pixel alpha branching and mirrors the existing memcpy fast
path. Byte-identical for opaque sources.
2026-10-05 13:34:20 -07:00
gramps 938c5b3de4 alert ticker: draw it inside the Stream Alerts box, not as a top-edge bar
Creator 2026-09-26: "the ticker should appear over the stream alerts video, not over
the entire preview window". It was a GLOBAL 1920x48 bar blitted last at a hardcoded
(0, 0) -- it covered the whole preview width, not the alert video.

The strip is now rendered at the alert box's own size and the box's origin travels on
the frame in a new VideoFrame.Placement ((int X, int Y)?). OriginX/OriginY default to
0 when Placement is null, so every full-canvas overlay (the branding flash) is
unaffected. Every ticker blit site now reads tickerFrame.OriginX/OriginY instead of a
literal 0, 0 -- SceneCompositor x2 and FramePump's static-bake Overlay path -- and
PreviewPane.xaml's AlertTickerElement binds the same rect (AlertTickerLeft/Top/
Width/Height), so the preview cannot drift from the recording the creator is judging.

Why the position rides on the frame rather than in a full-canvas frame: a 1920x1080
overlay is 8.3MB of large-object-heap garbage per tick, ~2.5GB churned over one 10s
alert at 30fps. A box-sized strip is ~370KB. The branding flash does render
full-canvas but RECYCLES one 8MB buffer and bumps Epoch, so it never allocates per
frame; the ticker allocates per call, so it has to stay small.

Also fixed: CopyStrip now clips ROWS to the target height. The pill rasterises at its
natural 48px, so an alert box shorter than that would have written past the end of the
target buffer once the strip became box-sized.

No alert box in the scene now means no ticker at all -- there is no global position
left for it, and this is the guard against the old bar quietly coming back.

Tests (3 new facts, 27 in the file):
  ComposedOutput_PutsTheTickerInsideTheAlertBox_NotAtTheTopEdge -- renders through
    the real SceneCompositor and asserts the pixels land at (620, 430) and NOT at the
    top-left corner. The creator is judging compositing from local recordings, so the
    OUTPUT side is the side that needed proving.
  ASceneWithNoAlertBox_PublishesNoTicker
  ABoxShorterThanTheStrip_ClipsRowsInsteadOfOverrunning
Updated AlertLayer_PublishesARealTickerFrameToThePreviewSink, which asserted the old
1920 width from a box with no geometry (defaulted to 1px); it now uses the product's
own default box (680x200 at 620,430, MainViewModel.Sources.cs:54-57) and pins the
frame size and origin.

Full suite 367/367.
2026-09-27 09:43:26 -07:00
gramps f5a9d46881 TASK 36: composite the branding credit into the output, not just the preview
The credit existed only as a WPF BrandFlashLayer TextBlock in the preview at
25% opacity on a 300s timer. A viewer of the stream or the recording never saw
it, so "free tier shows branding" was not actually being delivered. The frame
pump has carried an unused per-frame flashFrame slot for exactly this.

Reverses the documented "Pre-GA posture" (ai.md Monetization), which kept the
flash preview-only so test VODs stayed clean. Creator ruling 2026-09-26: the
free tier has to be honest advertising, so it now reaches the broadcast.

One rendered VideoFrame feeds BOTH the frame pump and the preview, so the
creator's view cannot drift from what viewers get. Spec: 500ms in / 1000ms hold
/ 500ms out, first credit ~5s after go-live then every rand(30s)+30s, single
unwrapped line at a random spot inside the frame every time, neon white core
with a feathered red/blue halo.

Neon recipe is derivative work, per AGENTS.md: bright core + feathered
multi-radius halo with R and B split in opposite directions, from
https://nudaui.dev/components/neon-glow (layered text-shadow falloff),
https://help.maxon.net/rg/en-us/Content/html/Blurs-and-Glows-chromatic-glow.html
("with no displacement, the green channel is all but invisible behind your
white text" once R and B are split) and the OBS obs-stroke-glow-shadow
"feathered stroke with user-defined size and intensity". Neon blue is #4d8bff
rather than the theme's #0f3460, which renders near-black as a halo.

Also fixes a PRE-EXISTING bug found on the way: FramePump's fully-static
shortcut stretched the cached bake and returned it, silently discarding every
per-frame overlay - the social bar and the alert ticker were already lost
there. SceneCompositor.Overlay is now internal (it copies before blitting, so
the bake is never mutated) and the shortcut composites overlays first.

The credit is deliberately NOT folded into SceneGraph.GetBakedBase:
SceneRegion.Matches compares element ids only, so a credit in the cached bake
would freeze there and never expire. Per-frame only, and Epoch is stamped
every read because the 8MB master buffer is recycled - without that the
paste cache would freeze a stale credit.

BrandFlashEnabled is now derived !IsPremium and non-assignable, and the
presenter re-checks the licence on every read, so a key entered mid-credit
cuts the advertisement on the next tick instead of letting it finish.

Tests: 10 new facts. 357 total, 356 pass; the one failure is the known
environment-flaky RealMouseDrag layer test (needs an uncovered desktop
session). Adds RealAppHost.RunAsync - a frame-pump test must await inside the
collection's shared STA thread or the whole suite deadlocks silently.

NOTE: scope-check.sh flags Helpers/InstanceProfile.cs, AppLog.cs,
TokenStore.cs, WebView2Manager.cs and InstanceIsolationTests.cs as outside
this commit. That is a false positive: it uses `git diff HEAD`, which cannot
distinguish a planned second commit in the same session from an unrelated
edit. Those files are the dev multi-instance unit, committed immediately
after this one - as is the InstanceProfile paragraph in ai.md, which shares a
file with the Monetization section corrected here.
2026-09-27 08:55:55 -07:00
gramps a11b15e444 feat(alerts): TASK 47 — alert box plays a video (built-in/custom clip) + read-time fade + message ticker
TASK 43's alert box grows a real video celebration. Per-alert IAlertClipDecoder
(ffmpeg bgra + f32le pipes, real-time paced, disposed at drain) plays the shipped
Assets/alert-default.mp4 (stamped into the Asset table at startup) unless the
creator picks their own file — path reference only, never stored in the DB; the
six AlertRenderer animations stay the fallback. ~0.3s fade rides the alpha
envelope on straight-source copies (EOF freeze-frames then fades out); audio
forwards to a new AudioMixer alert ring (8s, 48k stereo) drained at unity — no
duck, creator ruling — scaled by volume × fade. An auto-composed marquee ticker
('Funder — Super Chat · $10.00', 140px/s) scrolls top-of-frame via a
FramePump._alertTicker seam through Render/CompositeLayers, mixed into the cache
signature (dynamic overlay, never baked). New Stream Alerts section in LeftPanel.

Derivative-work references (how OBS/Streamlabs alert boxes do per-alert video):
- https://support.streamlabs.com/hc/en-us/articles/217741147-Setting-Up-Your-Streamlabs-Alerts (custom image/video per alert type + variations)
- https://obsproject.com/kb/stream-tutorial-2-alerts (alert overlay as an on-screen zone)
- https://streamlabs.com/content-hub/widgets/alert-box (per-event alert playback)

Good Dog: AlertLayerVideoTests drives a fake IAlertClipDecoder through the whole
lifecycle in one pass (custom path wins, decoder spawns/disposes, fade envelope
0→127→255, audio volume×fade, ticker scrolls, EOF fade-drain to idle). It caught
the clip branch of Advance not clearing _current before AdvanceToNext — the layer
stayed IsPlaying after drain (MyMistakes post-mortem).

Full vstest 319/319; clean build 0 warnings; scope check green.
2026-09-26 11:15:17 -07:00
gramps 724af1499b fix: audio silence (idempotent sync-delay configure), webcam gray block, truncated videos
- AudioSyncDelay.Configure reallocated/zeroed its buffer every ~10ms tick
  (AudioMixer re-reads the UI setting each mix), so any non-zero sync offset
  erased the just-written audio -> total silence. Now early-returns when the
  delay samples are unchanged. Regression test proven both ways.
- SceneCompositor.BlitContentRaw defaulted cbW/cbH=0 when CropBounds is null
  (regression from ed9d7c1) -> webcam blit to an empty rect = gray block.
  Default to src.Width/Height. Regression test proven both ways.
- Truncated recordings: rawvideo mux stamps frames at declared 60fps by
  arrival; a scene whose first layer is dynamic (hidden elements still count)
  kills the bake cache -> full render ~35ms -> ~27fps submitted -> halved
  file length. Static scenes bake once (246ms cold, then <1ms) -> 60fps,
  full-length (probe + 13:53 take, 301/300 per 5s, 12.46s file from 12.3s
  wall). FramePump.ProbeRender names the hot render path on slow frames.
2026-09-12 13:56:55 -07:00
grampsandaider a62a283fd4 fix: resolve build errors with missing using directive and variable name conflict
Co-authored-by: aider (openrouter/anthropic/claude-sonnet-4) <aider@aider.chat>
2026-09-12 10:33:16 -07:00
grampsandaider 992bb21bdb feat: add webcam frame diagnostics to debug gray block issue
Co-authored-by: aider (openrouter/anthropic/claude-sonnet-4) <aider@aider.chat>
2026-09-12 10:32:18 -07:00
gramps efe88b8a0b fix(compositor): keep straight alpha in the paste-cache raster — the web widget's recording black box
The element-space raster builds on a TRANSPARENT base but BlitContentRaw's
partial-alpha branch applied the opaque-dst source-over blend: color premultiplied
by the sampled alpha, then alpha forced to 255. Pasting that raster saw a==255 and
straight-copied darkened ink over the scene — a recording box that the raw-bitmap
preview (correct alpha) never showed. Transparent margins and opaque content were
unaffected, which is why every take looped on the page/CSS while the capture was
transparent all along (15:51 dumps: alpha max 255, mean ~19, zero 57%).

BlitContentRaw now takes transparentDst; the raster call passes true and writes
straight color + straight alpha so the paste rows (BlendRowOpaque/Weighted) do the
real source-over onto the opaque master. Master paths byte-identical.

ONE integration test PasteCache_SemiTransparentLayer_RevealsBackdrop_NotOpaqueInk:
50%-blue over red reads (127,0,128) fixed vs (0,0,128) buggy — proven both ways
(verified by stashing the fix: fails before, passes after). Clean build, 0 warnings;
22/23 compositor-class tests pass, the sole failure the documented pre-existing
Composite_FullScene_MasterPixels pixel (1380,700).

Alpha-compositing model: standard source-over with producer-cached surfaces, the
OBS/libyuv paste model already cited in ai.md/MyMistakes (rawvideo recipe, row-blit
BLEND_NONE / straight-alpha branches); full story in MyMistakes (RESOLVED entry).

Per the good-dog rule: one integration test, memory updates (MyMistakes/ai.md/
HANDOFF) in the same commit.
2026-09-12 08:57:58 -07:00
gramps 081e4c1bf8 fix(web): add CropBounds to PasteKey — stale raster cache was corrupting transparency 2026-09-08 13:28:42 -07:00
gramps f6802c7124 fix(web): stride-correct CropBounds Fill rendering in compositor (take-23) 2026-09-08 12:07:54 -07:00
gramps ed9d7c1ffc fix(web): CropBounds metadata + Fill-style scaling in compositor — transparent margins preserved, widget fills element rect 2026-09-08 11:17:05 -07:00
gramps 6d11e8b3fc perf(compositor): reuse per-element rasters in-place — take-16 GC-churn fix
Slice 10 from today-slices (d1126dd): the paste cache minted a fresh raster
array per new source frame (webcam ~30 keys/s ≈ 18MB/s LOH churn →
gen2 pauses that ate camera frames). Fix: _elementRasters — re-rasterize
INTO the element's existing array when geometry holds, so steady-state
allocation ≈ 0. The paste cache keys on (array+epoch) still protect correctness;
_elementRasters[element] tracks the element's current raster so stale keys can
never paste a mid-update array. MaxPasteEntries 48→256 (was a leak guard,
not an allocation stream). Regression test:
PasteCache_RingRecycledSources_ReRasterInPlace_WithoutAllocationChurn.
Build 0 warnings, 289 tests.
2026-09-05 16:47:49 -07:00
gramps fbc8562cf4 perf(capture): slice 8 — buffer ring + paste-cache Epoch; gen2 visibility (take-11 spikes)
Take 11 (c10ce06c) validated the off-UI architecture: typical frames land
work ~10ms + wait ~6.8ms = 16.7 exactly on the deadline; 212/300 best yet.
The ENTIRE remaining gap is periodic 35-65ms render spikes that WORSENED
across the take (189 -> 147) — the signature of gen2 GC pauses. Biggest
churner is structural: the screen capture minted a fresh ~8.3MB byte[] per
DWM frame (~500MB/s of LOH), a producer OBS never does (it owns fixed
surface pools).

- ScreenCaptureFrameSource: 4-deep buffer ring with size-matched slots (a
  <=17ms consumer cannot be lapped at 60Hz) + reused downscale row scratch.
- VideoFrame.Epoch: monotonic per producer frame. The paste cache keys on
  array IDENTITY, so recycled arrays MUST be distinguished — epoch joins the
  PasteKey. Producers handing fresh arrays leave it 0 (key unchanged effect).
- Stats print 'gen2 +N' per 5s window: next take acquits or convicts GC
  without another guess (rule: prove the stage).
- Test (the ONE): PasteCache_RecycledArrayWithNewEpoch_ReRasterizes_NotStaleHits
  — same array, new content, bumped epoch; fails on the old key by
  construction. 37/37 compositor/pump, clean build.
- Next suspect if gen2 stays hot: the 10Hz WebView2 capture (full-canvas PNG
  decode + fresh arrays on the UI thread) — recorded, untouched.

Creator audio ask queued in the same working session (+40% post-mix master
gain before the -1dBFS limiter) lands as its own commit next.
2026-09-04 12:36:14 -07:00
gramps 09a866e6a1 perf(pump): slice 6 — break the 15.6ms sleep quantum (the REAL ceiling behind takes 7-9)
Take 9's numbers were decisive: paste cache moved work to ~25ms/frame but the
period stayed ~37ms. The missing ~12ms per tick is Task.Delay rounding every
sub-tick request up to the Windows system-clock tick (~15.6ms default —
documented: learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.task.delay).
A frame finishing 3ms early requested 3ms and slept 15.6. Producer capped at
~27fps no matter how fast the compositor got — which is why two real render
fixes read as 'zero change' in playback. Game-loop/OBS canon for this
(stackoverflow.com/questions/5441464; learn.microsoft.com/en-us/windows/win32/
api/timeapi/nf-timeapi-timebeginperiod): raise the timer resolution for the
session, sleep only the bulk of the remainder, and SPIN the last ~2ms across
the deadline.

- FramePump: timeBeginPeriod(1) on entering the pump loop, timeEndPeriod(1) in
  the finally; pacing = bulk _pacingDelay(ahead - 2ms) + bounded Thread.SpinWait
  tail; blown deadlines rebase unchanged (never burst).
- Stats now report avg wait: render+submit+wait must equal the period — the
  accounting is closed, no stage can hide in an unmeasured gap again.
- Webcam dropped its IsOpaque paste-cache bypass: it re-sampled ~156k px every
  tick even between identical device frames; cached paste beats the sampler on
  hits, costs the same on misses.

52/52 per-class green (pacing + pixel suites unchanged — output byte-stable),
clean build 0 warnings. Docs same commit (ai.md slice 6, TASKS.md take-10
gate, MyMistakes #3 + renumber, HANDOFF). User's top-bar spec remains next in
queue (Unit B) — re-sent many times, captured, no open questions.
2026-09-04 12:02:24 -07:00
gramps 6af2026906 perf(compositor): slice 5 — paste cache for non-opaque layers (take-7/8 data)
The stamped build settled what slices 3-4 could not: chat cache works (resolve
~0.0ms) but render stayed 26-27ms -> 124-135/300. The cost was the compositor
re-rasterizing EVERY layer every tick: this Live scene re-samples chat (159k) +
web widget (271k) + image (95k) + cam (156k) ~ 680k px @ ~38ns — for layers
whose pixels do not change between chat/web/cam updates.

OBS shape: cache the surface, paste per tick. BlitCachedLayer rasterizes a
non-opaque layer ONCE into an element-space, transparent-based frame keyed by
(source-array identity, src W/H, ceil'd dst rect, round, mirror), then pastes:
integer position, row alpha-blend, opacity applied at paste. Producers hand out
fresh immutable arrays -> array-identity keys cannot serve stale content; dict
bounded (48, clears whole). Drag/opacity live in paste params, not keys, so
editing stops triggering resamples too. Opaque backdrop keeps the memcpy path;
the webcam keeps the direct path via its IsOpaque flag (revisit if take 9 is
borderline).

ONE integration test: PasteCache_RepeatRender_IsByteIdentical_And_ContentChange-
Propagates (byte-exact raster-vs-paste incl. round-clip margins, new-array
propagation); existing pixel suite guards sampler semantics. 85/85 across
compositor/pump/chat/capture/session classes, clean build 0 warnings. Also:
BuildStampTests.cs was written last commit but never staged — its own scope-check
slip, added here (the run had used the on-disk file; tracked now).

Docs same commit: ai.md slice 5 + stale 'general path only 130k' claim corrected,
TASKS.md take-9 gate, MyMistakes recipe (prove the stage; a fix that doesn't move
the stat wasn't the bottleneck), HANDOFF. take 9 expectation: 300/300, render
<= ~8ms -> saga closes, Unit B starts.
2026-09-04 11:44:19 -07:00
gramps 432adfdaef perf(render): take-4 slice 2 — IsOpaque memcpy, integer bilinear, pump scratch pool
Take 4: pacing held (sync perfect) but avg render stayed 58.9ms — 2M
managed row-walk iterations + a fresh 8.3MB buffer every tick (LOH churn
into GC stalls inside the render measurement).

- VideoFrame.IsOpaque: producer-contract flag (screen capture + webcam —
  DWM/MF fill alpha 255; media/chat/web/static NOT flagged). Full-cover
  aligned opaque backdrop = ONE Buffer.BlockCopy; black pre-fill skipped
  when it covers.
- General BlitContent: integer 8.8 fixed-point bilinear + blend, row
  invariants hoisted, no per-pixel division/Math.Round. Within ±1 of the
  float reference (pixel tests allow ±2). Research per derivative-work
  rule: libyuv row/scale kernels (chromium.googlesource.com/libyuv/libyuv).
- FramePump scratch pool (max 4, length-keyed, owned-by-reference):
  release strictly AFTER SubmitFrameAsync returns (stdin write copies);
  Contains-guard makes the transition Cut alias safe.
- Removed the dead per-tick fromScene render + fromSceneProvider seam —
  BlendFrame consumes TransitionService.FromFrame captured at Start; the
  pump's render fed nothing. MainViewModel call site updated (signature).

Bugs caught by the pixel probes pre-ship (recorded MyMistakes): first
Bilinear double-shifted both stages (solid-255 sampled to ~1 -> general
path drew nothing); sentinel 0xAB collided with an x+y pixel. FakeEncoder
snapshots submitted frames (mirrors real copy semantics under recycling).

ONE integration test: Pump_Pools_ScratchBuffers_Across_Frames_Without_
Stale_Pixels (alternating backdrops + repeated backing identity). Direct
pin: Composite_OpaqueFullCover_Backdrop_CopiesEveryPixel_Into_Scratch.
Clean build 0 warnings; 59/59 per-class + RealApp boot-smoke. take 5
verdict: expect avg render <= ~10ms, ~300/300 frames. Docs same commit:
ai.md pipeline section, TASKS.md TASK 18, HANDOFF rewritten (Unit B spec
+ settled decisions queued).
2026-09-04 09:35:59 -07:00
gramps 716a77f61a fix(pump+compositor): take-3 starvation — deadline pacing + row-blit fast paths
Two defects made the producer 17x slow (37s record -> 2.1s/127-frame file,
rawvideo stamps by arrival): FramePump slept the FULL interval after each
render (period = render+submit+interval) and SceneCompositor did per-pixel
float sampling + Math.Round blends over all 2.07M master pixels, scanning the
whole destination per overlay (258ms avg render vs 1.5ms submit).

Both solutions are established, not invented — researched before coding per
the derivative-work rule:
- deadline pacing: OBS libobs/media-io/video-io.c video_thread (nextTick +=
  intervalTicks, sleep only the remainder, rebase on overrun, never burst)
- row blits: libyuv pattern (BSD-3, chromium.googlesource.com/libyuv/libyuv)
  — 1:1 aligned identity fast path, per-pixel alpha branch, integer
  fixed-point blend, overlay clipped to the intersection rect, skip the dead
  black pre-fill when the backdrop covers

ONE integration test: Pump_Paces_To_The_Deadline_Compensating_Render_Cost
(lands after a fake-seam lesson: pacing fakes must await, not complete
synchronously, or the pump loop runs inline on StartAsync and hangs vstest).
Clean build 0 warnings; FramePumpTests 10/10, SceneCompositor/SceneGraph/
SocialBar/StretchMath 20/20. Docs same commit: ai.md pipeline section,
TASKS.md TASK 18 (webcam-in-output + rename modal verified from take 3),
MyMistakes recipe, HANDOFF rewritten. Take 4 pending on the user's machine.
2026-09-03 09:02:45 -07:00
gramps 670fe3a10a TASK 31: SceneGraph component + baked-crust compositor optimization
- Add ElementKind (Static/Dynamic) to SceneElement base; Source/WebcamSceneConfig classify
- Services/SceneGraph.cs: owns the Scenes collection (ViewModel's Scenes delegates to it),
  the element mutation surface (Add/Insert/Remove/Move, each invalidating the bake), and the
  queries that were scattered LINQ (GetBackground/GetWebcam/GetChatBoxes/GetSplitPoint/IsStatic)
- SceneCompositor: split-aware BakeStaticBase + CompositeLayers + Render(.., staticBase, split);
  builds/caches the static base below the split point in source-rect space
- FramePump: optional SceneGraph -> optimized bake+composite path; falls back to full render
- MainViewModel: routes element mutations through the graph; invalidates the bake on static
  layout/opacity/visibility/useDefaultBackground changes and after background heal/Ensure
- Integration test SceneGraphTests.BakedStaticBase_WithDynamicLayer_CompositesCorrectly

Derivative survey (mandated): tried before writing — OBS does per-source opacity/visibility
caching and static-scene baking; this mirrors OBS's 'cached static source' optimization.
3 documented defensive deviations from the spec (ChatOverlayLayer stays decoupled;
background helpers stay VM-static for direct testability; full facade peel deferred post-1.0)
in TASKS.md + ai.md. Scope check passed; clean build 0 warnings.
2026-08-31 17:53:34 -07:00
gramps 4b9a8e515f Control Surface UX: pill toggle, background rename, per-scene properties
- Sliding pill toggle (green ON / red OFF) replaces checkbox
- Geometry mismatch error for custom backgrounds
- Backdrop -> Background: C# rename, SQL column rename with migration
- Source.IsBackground: new -> override (fixes WPF binding)
- Legacy 'Backdrop' display name migrated to 'Background'
- Per-scene UseDefaultBackground + CustomBackgroundPath
- Asset files renamed backdrop -> background
- StagedScene/LiveScene split, thumbnail strip, edit gating
- TransitionService (Cut/Fade/Move)
- Context menu: Capture Desktop, Refresh Desktop
- Resolution badge removed, ON-AIR status light added
2026-08-22 18:10:59 -07:00
gramps a3dd0791db fix: creator feedback batch Branch 1 — TRAX volume, tooltip, meter boost, slider click, backdrop
- TRAX: LocalGain now applies 0.2× factor so music is quieter relative to desktop audio slider
- TRAX tooltip: switched to ToolTipService with Placement=Top to fix z-order in Viewbox overlay
- Mic meter: MeterLevel multiplied by 1.2× before clamping for ~20% higher visual readout
- Volume sliders: click anywhere on track to jump thumb to that position before dragging
- Backdrop: Image Visibility now binds to BackdropVisible; compositor checks IsVisible before blit
- Renamed 'Backdrop' to 'Game Capture' in EnsureBackdrop + test assertions
2026-08-17 07:45:29 -07:00
gramps ac60a26d82 TASK 4 ship step 5.5: social bar bug fixes + bar on the live output — direction-snap drag (SocialBarSnap.Decide + ClearValue, local Canvas.Top was overriding the binding), fediverse nodeinfo subdomain probing + load-time heal (settable FediverseSoftware), SocialBarRenderer strip blitted above the flash via a re-read FramePump socialBar seam — 155 tests passing, 0 warnings 2026-08-13 09:29:58 -07:00
gramps 18a21010bb Scene compositor (TASK 4 ship step 1): encoder master-frame scaffolding
Software compositor that renders a scene into the encoder's master VideoFrame,
mirroring the XAML preview minus editing chrome: backdrop -> background ->
elements (UniformToFill cover-crop, round clip, mirror, opacity, border) ->
branding flash.

NOTE FOR USERS: this change shows NO difference in the app's UI — it is pure
backend scaffolding laying the groundwork for live video capture/streaming.
The preview you see is unchanged.

- Services/Compositor/: SceneCompositor (Render(scene, frameFor resolver,
  flashFrame, CompositorOptions)), CompositorOptions (source rect + output
  size; 16:9 full master, vertical 607x1080 -> 1080x1920), StretchMath (pure
  UniformToFill + bilinear), StaticPixelCache (asset bytes -> BGRA8 frame)
- Frame sources injected via Func<SceneElement, VideoFrame?> resolver, so the
  compositor is pure, WPF-free, and hermetic to test (D3D11 upgrade behind the
  same seam later)
- SceneElement.TryGetBorderColor public (shared hex parse), stale
  MainViewModel comment fixed, pre-existing CS1998 in YouTubeAuthServiceTests
  cleaned up
- Tests: SceneCompositorTests integration (full scene + vertical tier + flash)
  + StretchMath units, docs updated (72 tests passing, 0 warnings)
2026-08-10 10:15:58 -07:00