Docs: display sink commands, GLFW multi-window notes, planning updates

- protocol.md: add START_DISPLAY (0x000A) and STOP_DISPLAY (0x000B) wire
  schemas and field descriptions; add both to command table
- xorg.md: add 'Multiple windows' section covering glfwPollEvents global
  behaviour, per-context glfwMakeContextCurrent requirement, and
  glfwInit/glfwTerminate ref-counting; includes the gotcha that
  short-circuiting the event loop can starve non-polled windows
- planning.md: add cooperative capture release deferred decision;
  add xorg viewer remote controls (zoom, pan, scale, future shader
  post-processing) to deferred decisions; note xorg viewer controls
  not yet exposed remotely in module table

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-29 08:03:30 +00:00
parent 32d31cbd1e
commit f5764940e6
3 changed files with 62 additions and 1 deletions

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@@ -107,6 +107,16 @@ A `framebuffer_size_callback` registered on the window calls `render()` synchron
Threading note: the GL context must be used from the thread that created it. In the video node, incoming frames arrive on a network receive thread. A frame queue between the receive thread and the render thread (which owns the GL context) is the correct model — the render thread drains the queue each poll iteration rather than having the network thread call push functions directly.
### Multiple windows
GLFW supports multiple windows from the same thread. `glfwCreateWindow` can be called repeatedly; each call returns an independent window handle with its own GL context. The video node uses this to display several streams simultaneously (one window per active `Display_Slot`).
**`glfwPollEvents` is global.** It drains the event queue for all windows at once, not just the one associated with the viewer it is called through. When iterating over multiple display slots and calling `xorg_viewer_handle_events` on each, only the first call does real work; subsequent calls are no-ops because the queue is already empty. This is harmless but worth knowing: if the loop is ever restructured so that event polling is conditional or short-circuited, all windows need at least one `glfwPollEvents` call per iteration or they will stop responding to input.
**Each window has its own GL context.** `glfwMakeContextCurrent` must be called before any GL operations to ensure calls go to the right context. The push functions (`push_yuv420`, `push_bgra`, `push_mjpeg`) and `poll` do this automatically. Code that calls GL functions directly must make the correct context current first.
**`glfwInit`/`glfwTerminate` are ref-counted** in the xorg module. The first `xorg_viewer_open` call initialises GLFW; `glfwTerminate` is deferred until the last viewer is closed. Do not call `glfwTerminate` directly — use `xorg_viewer_close` and let the ref count manage it.
### Renderer: Vulkan (future alternative)
A Vulkan renderer is planned as an alternative to the OpenGL one. GLFW's surface creation API is renderer-agnostic, so the window management and input handling code is shared. Only the renderer backend changes.