# Video Shader Native video shader host with an OpenGL render path, pluggable video I/O boundary, DeckLink backend, Slang shader packages, and a local React control UI. The app loads shader packages from `shaders/`, compiles Slang to GLSL at runtime, renders a configurable layer stack, and exposes a browser-based control surface over a local HTTP/WebSocket server. Shader compilation is prepared off the frame path where possible, then committed on the render thread so editing shader files does not block video output for the whole compile. ## Repository Layout - `apps/LoopThroughWithOpenGLCompositing/`: native C++ host app. - `shaders/`: shader packages, each with `shader.json` and `shader.slang`. - `ui/`: Vite/React control UI. - `config/runtime-host.json`: runtime configuration. - `runtime/templates/`: tracked shader wrapper templates. - `runtime/`: ignored generated runtime cache/state output. See `runtime/README.md`. - `tests/`: focused native tests for pure runtime logic. - `.gitea/workflows/ci.yml`: Gitea Actions CI for Windows native tests and Ubuntu UI build. Native app internals are grouped by boundary: - `videoio/`: backend-neutral video I/O contracts, formats, and playout timing. - `videoio/decklink/`: DeckLink-specific device adapter, callbacks, and SDK bindings. - `gl/renderer/`: low-level OpenGL resources and extension helpers. - `gl/pipeline/`: frame pipeline, render passes, video I/O bridge, preview/readback, and screenshots. - `gl/shader/`: shader compilation, texture/text assets, UBO packing, and shader program ownership. ## Requirements - Windows with Visual Studio 2022 C++ tooling. - CMake 3.24 or newer. - Node.js and npm for the control UI. - Blackmagic Desktop Video drivers and a DeckLink device for the current production video I/O backend. - Slang binary release with `slangc.exe`, `slang-compiler.dll`, `slang-glslang.dll`, and `LICENSE`. Default expected Slang path: ```text 3rdParty/slang-2026.8-windows-x86_64 ``` Override example: ```powershell cmake --preset vs2022-x64-debug -DSLANG_ROOT="D:/SDKs/slang-2026.8-windows-x86_64" ``` ## Build Configure and build the native app: ```powershell cmake --preset vs2022-x64-debug cmake --build --preset build-debug ``` Build the React control UI: ```powershell cd ui npm ci npm run build ``` The native app serves `ui/dist` when it exists, otherwise it falls back to the source UI directory during development. The control UI provides: - A searchable shader library for adding layers. - Compact parameter rows with inline descriptions and OSC copy controls. - Stack save/recall presets. - Manual shader reload. - Screenshot capture from the final output render target. ## Package Build the UI, build the native Release target, then install into a portable runtime folder: ```powershell cd ui npm ci npm run build cd .. cmake --preset vs2022-x64-release cmake --build --preset build-release cmake --install build/vs2022-x64-release --config Release --prefix dist/VideoShader ``` The package folder will contain: ```text dist/VideoShader/ LoopThroughWithOpenGLCompositing.exe config/ shaders/ 3rdParty/slang/bin/ ui/dist/ docs/ SHADER_CONTRACT.md runtime/templates/ third_party_notices/ ``` You can run `LoopThroughWithOpenGLCompositing.exe` directly from that folder. In packaged mode, the app resolves `config/`, `shaders/`, `3rdParty/slang/bin/slangc.exe`, `ui/dist/`, and `runtime/templates/` relative to the exe folder. In development mode, it still falls back to repo-root discovery. The install step copies only the Slang runtime files required by the shader compiler (`slangc.exe`, `slang-compiler.dll`, and `slang-glslang.dll`) plus `third_party_notices/SLANG_LICENSE.txt`. It does not copy the full Slang release folder. Create a zip for distribution: ```powershell Compress-Archive -Path dist/VideoShader/* -DestinationPath dist/VideoShader.zip -Force ``` ## Tests Run native tests: ```powershell cmake --build --preset build-debug --target RUN_TESTS ``` Run the UI production build check: ```powershell cd ui npm run build ``` Current native test coverage includes: - JSON parsing and serialization. - Parameter normalization and preset filename safety. - Shader manifest parsing, temporal manifest validation, and package registry scanning. - Video I/O format helpers, v210/Ay10 row-byte math, v210 pack/unpack math, playout scheduler timing, and fake backend contract coverage. - OSC packet parsing. - Slang validation for every available shader package. ## Runtime Configuration `config/runtime-host.json` controls host behavior: ```json { "shaderLibrary": "shaders", "serverPort": 8080, "oscPort": 9000, "inputVideoFormat": "1080p", "inputFrameRate": "59.94", "outputVideoFormat": "1080p", "outputFrameRate": "59.94", "autoReload": true, "maxTemporalHistoryFrames": 12, "enableExternalKeying": true } ``` `inputVideoFormat`/`inputFrameRate` select the video capture mode. `outputVideoFormat`/`outputFrameRate` select the playout mode. With the current DeckLink backend, supported modes depend on the installed card and driver. The shader stack runs at input resolution and the final rendered frame is scaled once into the configured output mode. Common examples include `720p`/`50`, `720p`/`59.94`, `1080i`/`50`, `1080i`/`59.94`, `1080p`/`25`, `1080p`/`50`, `1080p`/`59.94`, and `2160p`/`59.94`. Legacy `videoFormat` and `frameRate` keys are still accepted and apply to both input and output unless the explicit input/output keys are present. The control UI is available at: ```text http://127.0.0.1: ``` ## Runtime State And Presets The current layer stack is autosaved to `runtime/runtime_state.json` whenever layers, shader assignments, bypass state, ordering, or parameter values change. On startup, the host reloads that file before compiling the stack, so the last working stack should come back automatically. Manual stack presets are still available from the control UI and are saved under `runtime/stack_presets/*.json`. Presets are useful for named looks, while `runtime_state.json` is the latest working state for the local machine. ## Control API The local REST control API is documented as an OpenAPI/Swagger spec: ```text docs/openapi.yaml ``` When the control server is running, the same spec is also served at: ```text http://127.0.0.1:/docs/openapi.yaml http://127.0.0.1:/openapi.yaml ``` A Swagger UI page is available at: ```text http://127.0.0.1:/docs ``` Use those docs to inspect the `/api/state`, layer control, stack preset, and reload endpoints. Live state updates are also sent over the `/ws` WebSocket. The control UI has a **Reload shaders** button. It rescans `shaders/`, re-reads manifests, queues shader compilation, refreshes shader availability/errors, and keeps the previous working shader stack running if a changed shader fails to compile. Each parameter row also includes a small **OSC** button. Clicking it copies that parameter's OSC route to the clipboard. The control UI also has a **Screenshot** button. It queues a capture of the final output render target and writes a PNG under: ```text runtime/screenshots/ ``` ## OSC Control The native host also listens for local OSC parameter control on the configured `oscPort`: ```text /VideoShaderToys/{LayerNameOrID}/{ParameterNameOrID} ``` For example, `/VideoShaderToys/VHS/intensity` updates the `intensity` parameter on the first matching `VHS` layer. The listener accepts float, integer, string, and boolean OSC values, and validates them through the same shader parameter path as the REST API. See `docs/OSC_CONTROL.md` for details. ## Shader Packages Each shader package lives under: ```text shaders// shader.json shader.slang optional-extra-pass.slang optional-font-or-texture-assets ``` See `SHADER_CONTRACT.md` for the manifest schema, parameter types, texture assets, font/text assets, temporal history support, optional render-pass declarations, and the Slang entry point contract. `shaders/text-overlay/` is the reference live text package and bundles Roboto Regular with its OFL license. Broken shader packages are shown as unavailable in the selector with their error text instead of preventing the app from launching. ## Generated Files Runtime-generated files are intentionally ignored: - `runtime/shader_cache/active_shader_wrapper.slang` - `runtime/shader_cache/active_shader.raw.frag` - `runtime/shader_cache/active_shader.frag` - `runtime/runtime_state.json` autosaved latest stack and parameter state. - `runtime/stack_presets/*.json` - `runtime/screenshots/*.png` screenshots captured from the final output render target. Only `runtime/templates/` and `runtime/README.md` are tracked. ## CI 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 this path on the runner or in a Gitea repository variable: - `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`. Example runner paths: ```text D:\SDKs\slang-2026.8-windows-x86_64 ``` If `SLANG_ROOT` is not set, the workflow falls back to the repo-local default under `3rdParty/`. ## Still Todo - Audio. - Genlock. - Logs. - Add more video I/O backends now that the DeckLink path is behind `videoio/`. - Support a separate sound shader `.slang` file in shader packages. (https://www.shadertoy.com/view/XsBXWt) - Add WebView2 for an embedded native control surface. - MSDF typography rasterisation - More shader-library organisation and filtering as the built-in library grows. - Optional linear-light compositing mode. - compute shaders or a small 1x1 or nx1 RGBA16f render target for arbitrary data storage - allow shaders to read other shaders data store based on name? or output over OSC - Mipmapping for shader-declared textures - Anotate included shaders