10870bc6c9
Wire the first end-to-end pipeline: capture -> encode -> packetize -> UDP -> depacketize -> decode -> render. - UdpRtpTransport: raw POSIX UDP sockets (IPv4 via getaddrinfo), a receive jthread woken by socket close on stop; port 0 skips binding so the sender uses an OS-assigned source port. ASIO stays deferred to the signaling phase per ARCHITECTURE.md. - SdlRenderer: SDL3 window/renderer with RGBA texture upload; the texture is recreated on resolution change. RendererFactory now returns RendererResult so SDL init failures carry a message, mirroring the codec/capture error patterns. - screencast binary: parse_cli plus SenderPipeline/ReceiverPipeline per the app scaffolds; the sender creates its encoder once capture reports real dimensions, the receiver keeps a bounded 3-frame queue to hold latency down and renders on its own thread until the window closes. cli argv signature fixed to 'const char* const*' so main's argv converts implicitly. - Encoder: drop AV_CODEC_FLAG_GLOBAL_HEADER so libx264 repeats SPS/PPS in-band at each keyframe -- the receiver decodes from the bitstream alone, which also makes mid-stream joins and later PLI recovery work without out-of-band parameter negotiation. The round-trip test now exercises exactly that path. - tests: new udp-loopback integration test pushes synthetic frames through a real localhost socket and decodes 10/10 frames with the right dimensions; valgrind clean (loopback + codec). meson test 4/4. Manual validation on the desktop (receiver window shows the captured desktop) is documented in docs/RUNBOOK.md.
37 lines
811 B
C++
37 lines
811 B
C++
#pragma once
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#include "screencast/codec/decoder.h"
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#include "screencast/render/error.h"
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#include <memory>
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#include <string>
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namespace sc {
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struct RendererConfig {
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std::string window_title = "screencast receiver";
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int initial_width = 1280;
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int initial_height = 720;
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};
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class Renderer {
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public:
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virtual ~Renderer() = default;
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// Present one decoded frame. Returns false if the window was closed.
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virtual bool present(const DecodedFrame& frame) = 0;
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// Pump events (window close, resize). Non-blocking.
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virtual bool poll_events() = 0;
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// Destroy the window and release GPU resources.
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virtual void shutdown() = 0;
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};
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class RendererFactory {
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public:
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static RendererResult<std::unique_ptr<Renderer>> create(const RendererConfig& config);
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};
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} // namespace sc
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