87509bcf99
TASKS.md is now the index (status table, open items, research pointer). 33 files: 32 task files + 1 research facts file. The full take-saga narrative and all design decisions are preserved verbatim; the catalog makes the queue readable without opening every task body. Schema and AGENTS.md updated to reflect the new layout.
171 lines
8.4 KiB
Markdown
171 lines
8.4 KiB
Markdown
# TASK 31 — SceneGraph component + static/dynamic compositor optimization
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> Catalog: [`TASKS.md`](../TASKS.md) — status and requirements live here.
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**Goal:** extract the scene collection, element inventory, and mutation surface into a standalone
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`SceneGraph` component. Classify elements as static or dynamic. Enable the compositor to bake
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static layers once and only recompose dynamic layers per frame.
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### Status: ✅ Done (2026-08-31)
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What landed — core optimization + SceneGraph component, all in one commit:
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- `ElementKind` (Static/Dynamic) on `SceneElement` base, overridden in `Source` and `WebcamSceneConfig`
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- `Services/SceneGraph.cs`: owns `Scenes` collection (ViewModel's `Scenes` property delegates to it);
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mutation surface `AddElement`/`InsertElement`/`RemoveElement`/`MoveElement` (each invalidates the bake);
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queries `GetBackground`/`GetWebcam`/`GetChatBoxes`/`GetSplitPoint`/`IsStatic`; and the
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`GetBakedBase` bake-cache (keyed by scene id + static element identities below the split)
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- `SceneCompositor.BakeStaticBase`/`CompositeLayers` + `Render(.., staticBase, split)` overload —
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split-aware, builds the cached base in source-rect space, composites dynamic/above-split per frame
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- `FramePump` takes an optional `SceneGraph` and uses the optimized path when wired (falls back to full render)
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- `MainViewModel`: routes element mutations through the graph; invalidates the bake on static
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layout/opacity/visibility/useDefaultBackground changes and after background heal / EnsureBackground
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- Integration test `SceneGraphTests.BakedStaticBase_WithDynamicLayer_CompositesCorrectly` (audio-free,
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verifies bake-once + cache hit + dynamic-on-top pixels + static-mutation invalidation +
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dynamic-only non-invalidation)
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**Defensive deviations from this spec (decision 2026-08-31):**
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1. `ChatOverlayLayer` keeps taking `IEnumerable<Scene>` rather than `SceneGraph.GetChatBoxes()` — it is
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deliberately decoupled from the graph (`// without owning the scene graph`). Forcing the graph in would
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couple a WPF-bound layer to it and violate that documented seam.
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2. Background static helpers (`EnsureBackground`/`CreateBackground`/`NormalizeBackgrounds`) stay on the
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ViewModel because `BackgroundTests.cs` unit-tests `MainViewModel.EnsureBackground` directly. Queries
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moved to SceneGraph; helpers + their invalidation wiring stayed on the VM.
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3. The full ViewModel-as-facade extraction (moving the ~all-binding-surface off Scenes/StagedScene/
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LiveScene) was deliberately NOT done in this unsupervised pass — it is the "touch 11 files across 4
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layers" regression risk the handoff flagged. SceneGraph owns the collection + mutation surface now;
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the remaining VM call sites binding to those still work because `Scenes` delegates. Revisit after 1.0.
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**Verification:** SceneCompositorTests 4, StretchMathTests 4, BackgroundTests 16, SceneCatalogTests 18,
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LayoutStorePersistenceTests 12, FramePumpTests 9, SceneGraphTests 1 all green. RealAppHost GUI/collection
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tests (SourceNaming, RoundClip, BackgroundHeal, ...) construct a real `MainWindow` — **CORRECTED
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2026-09-01:** they DO run from WSL when invoked per-class through the Windows `dotnet.exe` vstest host
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(the old "cannot run headless" claim conflated them with the full-suite WASAPI hang). Two first-launch
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crashes this refactor shipped with were caught on the first real native launch and fixed same day:
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ctor-order `SceneGraph` NRE (`null!` field assigned after first ctor use — now field-initialized) and
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window-scope `EyeButton`/`EyeIconStyle` consumed via `StaticResource` from the extracted `LeftPanel`
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(UserControl namescopes can't see window resources — styles moved to `Themes/Controls.xaml`, the
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app-scope rule honored). The RoundClip "known failure" was then root-caused to stale test code
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(`window.FindName` across namescopes + `VisualTreeHelper.HitTest` where `UIElement.InputHitTest`
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models input) — test green 2026-09-01, the sole remaining known failure is the audio one.
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### Design
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**Element classification:**
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Every `SceneElement` exposes `ElementKind Kind` — `Static` or `Dynamic`:
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| Type | Kind | Why |
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|------|------|-----|
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| `Source` (Background art) | Static | Pixels don't change at runtime |
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| `Source` (Image) | Static | Pixels don't change at runtime |
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| `Source` (DisplayCapture) | Dynamic | Live game/desktop feed |
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| `Source` (ChatBox) | Dynamic | Live chat messages arrive continuously |
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| `Source` (WebSource) | Dynamic | WebView content can change |
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| `WebcamSceneConfig` | Dynamic | Camera feed, changes every frame |
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**Split point:**
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The **split point** is the index of the first dynamic element in a scene's z-ordered `Elements`.
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Everything below it = baked base. Everything from it upward (including static layers above dynamic
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elements) = composited per frame. If zero dynamic elements exist: entire scene is baked,
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compositor skipped entirely.
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**BakedSceneCache:**
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```
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BakedSceneCache {
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VideoFrame BaseFrame // composited static layers below split point
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int Version // incremented on mutation
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SceneElement[] BakedElements // for invalidation tracking
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}
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```
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Invalidation triggers (re-bake): element added/removed/reordered, static element moved/resized/
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opacity changed, `IsVisible` toggled on a static element, background asset changed, scene switch.
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No invalidation when: only a dynamic element's pixels changed (webcam frame, chat message),
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or a dynamic element moved/resized (per-frame compositing concern, not a base rebake).
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**Compositor integration:**
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```
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Render(scene, frameFor, options):
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1. Find split point (first Dynamic element index)
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2. If split == scene.Elements.Count:
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→ return cached base (or bake if stale)
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3. Otherwise:
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→ start from cached base (or bake if stale)
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→ composite elements[split..] on top using frameFor
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```
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**SceneGraph interface:**
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```
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SceneGraph {
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// Collection
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ObservableCollection<Scene> Scenes
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Scene? StagedScene
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Scene? LiveScene
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// Mutation surface (single owner of element operations)
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AddElement(scene, element)
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RemoveElement(scene, element)
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MoveElement(scene, element, newIndex)
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// Queries (replace scattered LINQ)
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GetBackground(scene): Source?
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GetWebcam(scene): WebcamSceneConfig?
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GetChatBoxes(): IEnumerable<Source>
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GetSplitPoint(scene): int
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IsStatic(scene): bool
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// Events
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SceneChanged
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ElementAdded/Removed/Moved
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SplitPointChanged
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}
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```
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**What moves into SceneGraph:**
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| Current location | Moves to |
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|-----------------|----------|
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| `MainViewModel.Scenes.cs` — Scenes collection, StagedScene, scene switching | `SceneGraph` |
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| `MainViewModel.Background.cs` — `NormalizeBackgrounds`, `EnsureBackground`, background queries | `SceneGraph` (background helpers) |
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| `MainViewModel.Sources.cs` — `AddSource`, `RemoveElement`, element inventory | `SceneGraph` (mutation surface) |
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| `MainViewModel.Webcam.cs` — webcam queries across scenes | `SceneGraph.GetWebcam(scene)` |
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| `ChatOverlayLayer` — `scenes.SelectMany(...).OfType<Source>().Where(ChatBox)` | `SceneGraph.GetChatBoxes()` |
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**What stays on the ViewModel:**
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The binding surface — `StagedScene` setter still raises `OnPropertyChanged` for
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`ShowEmptySceneHint`, `CanAddWebcam`, etc. But now it delegates to `SceneGraph` for actual
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state queries. ViewModel becomes a thin binding facade over the SceneGraph (same pattern as
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`MainViewModel.Chat.cs` over `ChatOverlayLayer`).
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The compositor resolver (`frameFor` callback) stays in the ViewModel/encoder layer — it bridges
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WPF concepts (CameraManager, ScreenCaptureManager, ImageCache) into the pure `VideoFrame` seam.
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SceneGraph doesn't know about capture sessions; it just knows element kinds.
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**Migration path:**
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1. Extract `SceneGraph` as a standalone class in `Services/`
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2. Move `Scenes` collection + `StagedScene`/`LiveScene` + wiring
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3. Move element mutation surface (add/remove/move)
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4. Move background normalization/queries
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5. Add `ElementKind` to `SceneElement` base
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6. Add `GetSplitPoint` + `BakedSceneCache`
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7. Update compositor to use split point
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8. Wire ViewModel as thin facade
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9. One integration test: baked static base + dynamic layer composite
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### Tests
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ONE integration test: `SceneGraphTests.BakedStaticBase_WithDynamicLayer_CompositesCorrectly`
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— a scene with static background + image + dynamic webcam; assert the baked base is cached
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(renders once), dynamic layer composited on top, static element mutation invalidates the cache,
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dynamic-only pixel change does not.
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