Files
screen_cast/include/screencast/render/renderer.h
T
fegger 10870bc6c9 feat(app): implement Phase 5 local UDP sender->receiver loopback
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.
2026-09-07 11:02:40 +02:00

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C++

#pragma once
#include "screencast/codec/decoder.h"
#include "screencast/render/error.h"
#include <memory>
#include <string>
namespace sc {
struct RendererConfig {
std::string window_title = "screencast receiver";
int initial_width = 1280;
int initial_height = 720;
};
class Renderer {
public:
virtual ~Renderer() = default;
// Present one decoded frame. Returns false if the window was closed.
virtual bool present(const DecodedFrame& frame) = 0;
// Pump events (window close, resize). Non-blocking.
virtual bool poll_events() = 0;
// Destroy the window and release GPU resources.
virtual void shutdown() = 0;
};
class RendererFactory {
public:
static RendererResult<std::unique_ptr<Renderer>> create(const RendererConfig& config);
};
} // namespace sc