Update shader
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@@ -72,6 +72,49 @@ Intentionally not included yet:
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Those features should be ported only after the cadence spine is stable.
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## V1 Feature Parity Checklist
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This tracks parity with `apps/LoopThroughWithOpenGLCompositing`.
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- [x] Stable DeckLink output cadence
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- [x] BGRA8 system-memory output path
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- [x] Render thread owns its primary GL context
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- [x] Output startup warmup before scheduled playback
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- [x] Non-blocking startup when DeckLink output is unavailable
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- [x] Runtime shader package discovery
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- [x] Background Slang shader compile
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- [x] Shared-context GL shader/program preparation
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- [x] Render-thread program swap at a frame boundary
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- [x] Stateless single-pass shader rendering
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- [x] Shader add/remove control path
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- [x] Previous-layer texture handoff for stacked shaders
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- [x] Supported shader list in HTTP/UI state
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- [x] Local HTTP server
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- [x] WebSocket state updates for the UI
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- [x] OpenAPI document serving
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- [x] Static control UI serving
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- [x] Startup config loading from `config/runtime-host.json`
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- [x] Cadence telemetry JSON
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- [x] Health logging for schedule/drop/starvation events
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- [ ] DeckLink input capture
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- [ ] Input frame upload into the render scene
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- [ ] Live video input bound to `gVideoInput`
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- [ ] Multipass shader rendering
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- [ ] Temporal history buffers
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- [ ] Feedback buffers
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- [ ] Texture asset loading and upload
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- [ ] LUT asset loading and upload
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- [ ] Text parameter rasterization
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- [ ] Runtime parameter updates from controls
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- [ ] Layer reorder/bypass/set-shader/update-parameter/reset-parameter controls
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- [ ] Full runtime state store/read model
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- [ ] Persistent layer stack/config writes
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- [ ] OSC ingress
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- [ ] Preview output
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- [ ] Screenshot capture
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- [ ] External keying support
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- [ ] Full V1 health/runtime presentation model
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## Build
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```powershell
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@@ -209,13 +252,14 @@ Current runtime shader support is deliberately limited to stateless single-pass
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- no texture/LUT assets yet
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- no text parameters yet
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- manifest defaults are used for parameters
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- `gVideoInput` and `gLayerInput` are bound to a small fallback source texture until DeckLink input is added
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- the first layer receives a small fallback source texture until DeckLink input is added
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- stacked layers receive the previous ready layer output through both `gVideoInput` and `gLayerInput`
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The `/api/state` shader list uses the same support rules as runtime shader compilation and reports only packages this app can run today. Unsupported manifest feature sets such as multipass, temporal, feedback, texture-backed, font-backed, or text-parameter shaders are hidden from the control UI for now.
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Runtime shaders are exposed through `RuntimeLayerModel` as display layers with manifest parameter defaults. The model also records whether each layer has a render-ready artifact. Add/remove POST controls mutate this app-owned model and may start background shader builds.
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When a layer becomes render-ready, the app publishes the ready render-layer snapshot to the render thread. The render thread owns the GL-side `RuntimeRenderScene`, diffs that snapshot at a frame boundary, queues new or changed programs to the shared-context prepare worker, swaps in prepared programs when available, removes obsolete GL programs, and renders ready layers in order. Current layer rendering is still deliberately simple: each stateless full-frame shader draws to the output target using fallback source textures until proper layer-input texture handoff is designed.
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When a layer becomes render-ready, the app publishes the ready render-layer snapshot to the render thread. The render thread owns the GL-side `RuntimeRenderScene`, diffs that snapshot at a frame boundary, queues new or changed programs to the shared-context prepare worker, swaps in prepared programs when available, removes obsolete GL programs, and renders ready layers in order. Stacked stateless full-frame shaders render through internal ping-pong targets so each layer can sample the previous layer through `gLayerInput`; the final ready layer renders to the output target.
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Successful handoff signs:
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