Slang seperation
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@@ -368,6 +368,8 @@ On startup the app first tries to restore `runtime/runtime_state.json`. Valid sa
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The render thread keeps drawing the simple motion renderer while Slang compiles. It does not choose packages, launch Slang, or track build lifecycle. Once a completed shader artifact is published, the render-thread-owned runtime scene queues changed layers to a shared-context GL prepare worker. That worker compiles/links runtime shader programs off the cadence thread. The render thread only swaps in an already-prepared GL program at a frame boundary. If either the Slang build or GL preparation fails, the app keeps rendering the current renderer or simple motion fallback.
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The Slang compiler lookup matches the CMake third-party layout: `SLANG_ROOT` first, then `THIRD_PARTY_ROOT`, then repo `video-io-3rdParty/`, then repo or packaged `3rdParty/`. Packaged builds use `3rdParty/slang/bin/slangc.exe`; development bundles can use `slang-2026.8-windows-x86_64/bin/slangc.exe`.
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`POST /api/reload` rescans `shaders/`, re-reads manifests, refreshes supported shader metadata, reconciles active layer parameters against changed definitions, and queues recompilation for every catalog-valid layer in the active stack. It does not compile every package in the shader library; packages are compiled when they are part of the active stack.
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Current runtime shader support is deliberately limited to stateless full-frame packages:
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