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This commit is contained in:
2026-05-08 13:27:41 +10:00
parent fb9122ecdc
commit c9fed70a60
30 changed files with 770 additions and 1129 deletions

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@@ -20,23 +20,9 @@ The app loads shader packages from `shaders/`, compiles Slang to GLSL at runtime
- Windows with Visual Studio 2022 C++ tooling.
- CMake 3.24 or newer.
- Node.js and npm for the control UI.
- Blackmagic DeckLink SDK 16.0 with the NVIDIA GPUDirect sample files available locally.
- Blackmagic Desktop Video drivers and a DeckLink device.
- Slang binary release with `slangc.exe`, `slang-compiler.dll`, `slang-glslang.dll`, and `LICENSE`.
The Blackmagic/GPUDirect SDK should not be committed to this repository. `CMakeLists.txt` exposes `GPUDIRECT_DIR` as a cache path so local machines and CI runners can point at their installed SDK location.
Default expected SDK path:
```text
3rdParty/Blackmagic DeckLink SDK 16.0/Win/Samples/NVIDIA_GPUDirect
```
Override example:
```powershell
cmake --preset vs2022-x64-debug -DGPUDIRECT_DIR="D:/SDKs/Blackmagic DeckLink SDK 16.0/Win/Samples/NVIDIA_GPUDirect"
```
Default expected Slang path:
```text
@@ -87,7 +73,6 @@ The package folder will contain:
```text
dist/VideoShader/
LoopThroughWithOpenGLCompositing.exe
dvp.dll
config/
shaders/
3rdParty/slang/bin/
@@ -227,9 +212,8 @@ The Gitea workflow expects two act runners:
- `windows-2022`: builds the native app and runs native tests.
- `ubuntu-latest`: installs UI dependencies and runs the Vite build.
The Windows jobs validate native third-party dependencies before configuring CMake. Because `3rdParty/` is ignored, configure these paths on the runner or in Gitea repository variables:
The Windows jobs validate native third-party dependencies before configuring CMake. Because `3rdParty/` is ignored, configure this path on the runner or in a Gitea repository variable:
- `GPUDIRECT_DIR`: path to `Blackmagic DeckLink SDK 16.0/Win/Samples/NVIDIA_GPUDirect`.
- `SLANG_ROOT`: path to the Slang binary release folder containing `bin/slangc.exe`.
The Windows runner also needs the Visual Studio ATL component installed. In Visual Studio Build Tools 2022, add `C++ ATL for latest v143 build tools (x86 & x64)`, component ID `Microsoft.VisualStudio.Component.VC.ATL`.
@@ -237,11 +221,10 @@ The Windows runner also needs the Visual Studio ATL component installed. In Visu
Example runner paths:
```text
D:\SDKs\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect
D:\SDKs\slang-2026.8-windows-x86_64
```
If neither variable is set, the workflow falls back to the repo-local defaults under `3rdParty/`.
If `SLANG_ROOT` is not set, the workflow falls back to the repo-local default under `3rdParty/`.
## Still Todo
@@ -261,4 +244,5 @@ If neither variable is set, the workflow falls back to the repo-local defaults u
- compute shaders or a small 1x1 or nx1 RGBA16f render target for abritary data store
- allow shaders to read other shaders data store based on name? or putput over OSC
- Mipmappong needed?
- unwrap a fish eyelens and mirror it and map it to equirectangulr for environmnet map purposes
- unwrap a fish eyelens and mirror it and map it to equirectangulr for environmnet map purposes
- add a random flaot between 0-1 that changes each time the application loads for shaders to use