Timing and saftey pass
This commit is contained in:
@@ -243,7 +243,6 @@ D:\SDKs\slang-2026.8-windows-x86_64
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If neither variable is set, the workflow falls back to the repo-local defaults under `3rdParty/`.
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## Still Todo
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- Audio.
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@@ -294,13 +294,20 @@ void OpenGLComposite::renderEffect()
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if (mUseCommittedLayerStates)
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{
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layerStates = mShaderPrograms->CommittedLayerStates();
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if (mRuntimeHost)
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mRuntimeHost->RefreshDynamicRenderStateFields(layerStates);
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}
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else if (mRuntimeHost)
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{
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if (mRuntimeHost->TryGetLayerRenderStates(mDeckLink->InputFrameWidth(), mDeckLink->InputFrameHeight(), layerStates))
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{
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mCachedLayerRenderStates = layerStates;
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}
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else
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{
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layerStates = mCachedLayerRenderStates;
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mRuntimeHost->RefreshDynamicRenderStateFields(layerStates);
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}
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}
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const unsigned historyCap = mRuntimeHost ? mRuntimeHost->GetMaxTemporalHistoryFrames() : 0;
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mRenderPass->Render(
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@@ -98,6 +98,8 @@ void OpenGLDeckLinkBridge::VideoFrameArrived(IDeckLinkVideoInputFrame* inputFram
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else
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{
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// Use a straightforward texture buffer
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mRenderer.UnpinnedTextureBuffer());
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glBufferData(GL_PIXEL_UNPACK_BUFFER, textureSize, videoPixels, GL_DYNAMIC_DRAW);
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glBindTexture(GL_TEXTURE_2D, mRenderer.CaptureTexture());
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@@ -174,13 +176,14 @@ void OpenGLDeckLinkBridge::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedF
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if (!mDeckLink.TransferPlayoutFrame(pFrame, mRenderer.OutputTexture()))
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OutputDebugStringA("Playback: transferFrame() failed\n");
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mPaint();
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// Wait for transfer to system memory to complete
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mDeckLink.WaitForPlayoutTransferComplete(pFrame);
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mPaint();
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}
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else
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{
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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glPixelStorei(GL_PACK_ROW_LENGTH, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputFramebuffer());
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glReadPixels(0, 0, mDeckLink.OutputFrameWidth(), mDeckLink.OutputFrameHeight(), GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pFrame);
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mPaint();
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@@ -23,6 +23,7 @@ void OpenGLRenderPass::Render(
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VideoFrameTransfer::beginTextureInUse(VideoFrameTransfer::CPUtoGPU);
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}
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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if (hasInputSource)
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@@ -143,6 +143,7 @@ void OpenGLRenderer::PresentToWindow(HDC hdc, unsigned outputFrameWidth, unsigne
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mOutputFrameBuf);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glDisable(GL_SCISSOR_TEST);
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glViewport(0, 0, mViewWidth, mViewHeight);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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@@ -1274,16 +1274,11 @@ void RuntimeHost::SetFramePacingStatsLocked(double completionIntervalMillisecond
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void RuntimeHost::AdvanceFrame()
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{
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std::lock_guard<std::mutex> lock(mMutex);
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++mFrameCounter;
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}
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bool RuntimeHost::TryAdvanceFrame()
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{
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std::unique_lock<std::mutex> lock(mMutex, std::try_to_lock);
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if (!lock.owns_lock())
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return false;
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++mFrameCounter;
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return true;
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}
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@@ -1345,9 +1340,23 @@ bool RuntimeHost::TryGetLayerRenderStates(unsigned outputWidth, unsigned outputH
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return true;
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}
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void RuntimeHost::BuildLayerRenderStatesLocked(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const
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void RuntimeHost::RefreshDynamicRenderStateFields(std::vector<RuntimeRenderState>& states) const
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{
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const RuntimeClockSnapshot clock = GetRuntimeClockSnapshot();
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const double timeSeconds = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - mStartTime).count();
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const double frameCount = static_cast<double>(mFrameCounter.load(std::memory_order_relaxed));
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for (RuntimeRenderState& state : states)
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{
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state.timeSeconds = timeSeconds;
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state.utcTimeSeconds = clock.utcTimeSeconds;
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state.utcOffsetSeconds = clock.utcOffsetSeconds;
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state.frameCount = frameCount;
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}
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}
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void RuntimeHost::BuildLayerRenderStatesLocked(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const
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{
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for (const LayerPersistentState& layer : mPersistentState.layers)
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{
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auto shaderIt = mPackagesById.find(layer.shaderId);
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@@ -1357,10 +1366,6 @@ void RuntimeHost::BuildLayerRenderStatesLocked(unsigned outputWidth, unsigned ou
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RuntimeRenderState state;
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state.layerId = layer.id;
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state.shaderId = layer.shaderId;
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state.timeSeconds = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - mStartTime).count();
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state.utcTimeSeconds = clock.utcTimeSeconds;
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state.utcOffsetSeconds = clock.utcOffsetSeconds;
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state.frameCount = static_cast<double>(mFrameCounter);
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state.mixAmount = 1.0;
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state.bypass = layer.bypass ? 1.0 : 0.0;
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state.inputWidth = mSignalWidth;
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@@ -1386,6 +1391,8 @@ void RuntimeHost::BuildLayerRenderStatesLocked(unsigned outputWidth, unsigned ou
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states.push_back(state);
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}
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RefreshDynamicRenderStateFields(states);
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}
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std::string RuntimeHost::BuildStateJson() const
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@@ -3,6 +3,7 @@
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#include "RuntimeJson.h"
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#include "ShaderTypes.h"
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#include <atomic>
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#include <chrono>
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#include <filesystem>
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#include <map>
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@@ -50,6 +51,7 @@ public:
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bool BuildLayerFragmentShaderSource(const std::string& layerId, std::string& fragmentShaderSource, std::string& error);
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std::vector<RuntimeRenderState> GetLayerRenderStates(unsigned outputWidth, unsigned outputHeight) const;
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bool TryGetLayerRenderStates(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const;
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void RefreshDynamicRenderStateFields(std::vector<RuntimeRenderState>& states) const;
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std::string BuildStateJson() const;
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const std::filesystem::path& GetRepoRoot() const { return mRepoRoot; }
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@@ -173,6 +175,6 @@ private:
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bool mAutoReloadEnabled;
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std::chrono::steady_clock::time_point mStartTime;
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std::chrono::steady_clock::time_point mLastScanTime;
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uint64_t mFrameCounter;
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std::atomic<uint64_t> mFrameCounter;
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uint64_t mNextLayerId;
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};
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54
shaders/happy-accident/shader.json
Normal file
54
shaders/happy-accident/shader.json
Normal file
@@ -0,0 +1,54 @@
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{
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"id": "happy-accident",
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"name": "Happy Accident",
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"description": "Raymarched generative line field. CC0 original 'Clearly a bug' adapted from https://www.shadertoy.com/view/33cGDj.",
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"category": "Generative",
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"entryPoint": "shadeVideo",
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"parameters": [
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{
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"id": "speed",
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"label": "Speed",
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"type": "float",
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"default": 1.0,
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"min": 0.0,
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"max": 4.0,
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"step": 0.01
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},
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{
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"id": "scale",
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"label": "Scale",
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"type": "float",
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"default": 1.0,
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"min": 0.25,
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"max": 3.0,
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"step": 0.01
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},
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{
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"id": "raySteps",
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"label": "Ray Steps",
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"type": "float",
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"default": 77.0,
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"min": 8.0,
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"max": 77.0,
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"step": 1.0
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},
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{
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"id": "intensity",
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"label": "Intensity",
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"type": "float",
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"default": 1.0,
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"min": 0.1,
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"max": 4.0,
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"step": 0.01
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},
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{
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"id": "sourceMix",
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"label": "Source Mix",
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"type": "float",
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"default": 0.0,
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"min": 0.0,
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"max": 1.0,
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"step": 0.01
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}
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]
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}
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61
shaders/happy-accident/shader.slang
Normal file
61
shaders/happy-accident/shader.slang
Normal file
@@ -0,0 +1,61 @@
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float happyNoise(float2 p)
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{
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return frac(dot(p, sin(p))) - 0.5;
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}
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float2x2 rotateAroundZ(float angle)
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{
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float c = cos(angle);
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float s = sin(angle);
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return float2x2(c, s, -s, c);
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}
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float2x2 happyAccidentMatrix(float3 originalPosition, float timeCos)
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{
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return float2x2(
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cos(originalPosition.x),
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sin(originalPosition.y),
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-sin(originalPosition.z),
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timeCos);
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}
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float4 shadeVideo(ShaderContext context)
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{
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float2 resolution = max(context.outputResolution, float2(1.0, 1.0));
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float2 fragCoord = context.uv * resolution;
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float2 normalizedCoord = (fragCoord - 0.5 * resolution) / resolution.y / max(scale, 0.001);
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float time = context.time * speed;
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float timeCos = cos(0.1 * time);
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float3 direction = normalize(float3(normalizedCoord, 1.0));
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float3 origin = float3(0.0, 0.0, time);
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float z = happyNoise(fragCoord);
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float distanceToSurface = 0.0;
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float4 accumulated = float4(0.0, 0.0, 0.0, 0.0);
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float clampedSteps = clamp(raySteps, 1.0, 77.0);
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for (int i = 0; i < 77; ++i)
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{
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if (float(i) >= clampedSteps)
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break;
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z += 0.6 * distanceToSurface;
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float3 position = origin + z * direction;
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float3 originalPosition = position;
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position.xy = mul(rotateAroundZ(2.0 + originalPosition.z), position.xy);
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position.xy = mul(happyAccidentMatrix(originalPosition, timeCos), position.xy);
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float colorSeed = 0.5 * originalPosition.z + length(position - originalPosition);
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float4 palette = 1.0 + sin(colorSeed + float4(0.0, 4.0, 3.0, 6.0));
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palette /= 0.5 + 2.0 * dot(originalPosition.xy, originalPosition.xy);
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position = abs(frac(position) - 0.5);
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distanceToSurface = abs(min(length(position.xy) - 0.125, min(position.x, position.y) + 0.001)) + 0.001;
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accumulated += palette.w * palette / distanceToSurface;
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}
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float4 color = float4(tanh((accumulated.rgb * intensity) / 20000.0), 1.0);
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return saturate(lerp(color, context.sourceColor, sourceMix));
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}
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