16bit processing
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26
README.md
26
README.md
@@ -20,23 +20,9 @@ The app loads shader packages from `shaders/`, compiles Slang to GLSL at runtime
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- Windows with Visual Studio 2022 C++ tooling.
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- CMake 3.24 or newer.
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- Node.js and npm for the control UI.
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- Blackmagic DeckLink SDK 16.0 with the NVIDIA GPUDirect sample files available locally.
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- Blackmagic Desktop Video drivers and a DeckLink device.
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- Slang binary release with `slangc.exe`, `slang-compiler.dll`, `slang-glslang.dll`, and `LICENSE`.
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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.
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Default expected SDK path:
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```text
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3rdParty/Blackmagic DeckLink SDK 16.0/Win/Samples/NVIDIA_GPUDirect
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```
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Override example:
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```powershell
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cmake --preset vs2022-x64-debug -DGPUDIRECT_DIR="D:/SDKs/Blackmagic DeckLink SDK 16.0/Win/Samples/NVIDIA_GPUDirect"
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```
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Default expected Slang path:
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```text
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@@ -87,7 +73,6 @@ The package folder will contain:
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```text
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dist/VideoShader/
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LoopThroughWithOpenGLCompositing.exe
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dvp.dll
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config/
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shaders/
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3rdParty/slang/bin/
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@@ -227,9 +212,8 @@ The Gitea workflow expects two act runners:
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- `windows-2022`: builds the native app and runs native tests.
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- `ubuntu-latest`: installs UI dependencies and runs the Vite build.
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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:
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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:
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- `GPUDIRECT_DIR`: path to `Blackmagic DeckLink SDK 16.0/Win/Samples/NVIDIA_GPUDirect`.
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- `SLANG_ROOT`: path to the Slang binary release folder containing `bin/slangc.exe`.
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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`.
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@@ -237,11 +221,10 @@ The Windows runner also needs the Visual Studio ATL component installed. In Visu
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Example runner paths:
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```text
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D:\SDKs\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect
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D:\SDKs\slang-2026.8-windows-x86_64
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```
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If neither variable is set, the workflow falls back to the repo-local defaults under `3rdParty/`.
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If `SLANG_ROOT` is not set, the workflow falls back to the repo-local default under `3rdParty/`.
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## Still Todo
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@@ -261,4 +244,5 @@ If neither variable is set, the workflow falls back to the repo-local defaults u
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- compute shaders or a small 1x1 or nx1 RGBA16f render target for abritary data store
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- allow shaders to read other shaders data store based on name? or putput over OSC
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- Mipmappong needed?
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- unwrap a fish eyelens and mirror it and map it to equirectangulr for environmnet map purposes
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- unwrap a fish eyelens and mirror it and map it to equirectangulr for environmnet map purposes
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- add a random flaot between 0-1 that changes each time the application loads for shaders to use
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