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WIP: Direct render to visualizer #390
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…e entry point function.
* All shader flavors except Shader Toy now default to recognizing input ports for entry point params. * Shader flavors may now specify a list of default input ports, which will be matched by GLSL type (`defaultInputPortsByType`). * Shader flavor `proFormaInputPorts` are renamed to `implicitInputPorts`; their `isImplicit` is coerced to `true`.
* Distortion shaders expect a vec2 ui arg. * Identify preview shader UV in as raster coordinates. * Fix whitespace mangling around GLSL param comments.
… problem descriptions in dialog.
…nerated. * OpenShader is now a concrete final type. * The various flavors of shader are interpreted by ShaderPrototypes, of which Projection, Distortion, Filter, GenericPaint, ShaderToyPaint, etc. are flavors. * A new flavor, Generic, handles arbitrary shader forms. * ShaderPrototypes can report conformance errors in shaders. * Much better unit tests for the various ShaderPrototypes. * ShaderPrototypes are provided via plugins. * GlslAnalyzer.import() takes the best batch from available ShaderPrototypes. * Serialized Shaders now store their ShaderPrototype and result ContentType instead of their ShaderType. * DeviceType serialization is managed via plugins. * ContentTypes may specify type conversions, e.g. colors from RGB (vec3) to RGBA (vec4), and generated programs will include type conversions as necessary. * Program components expose their result GLSL type. * Raster coordinates (gl_FragColor) is a vec4, not a vec2.
* OpenShaders are validated at creation, with the list of problems retained. * OpenShaders may created in an invalid state, so they can be repaired. * Better tolerance of missing entry points on shaders.
* DataSources may now emit declarations to generated program. * PixelCoordsTextureDataSource and pixel-coords-texture content type are deprecated.
…uding a channel option for shader input ports.
…t types now include info about the struct.
…ring based on device types, not shader types. * DeviceType.likelyPipelines is a list of pipeline stages, e.g. xyz -> uv and uv -> color.
…king". We'll use this to determine what sort of ShaderPreview to build.
* Shaders are now wired together based on their input and output content types, not according to predetermined pipeline stages (the old ShaderTypes). * ShaderTypes still exist, mainly for UI purposes, but a shader's type is determined dynamically based on its signature. * ShaderPrototypes now handle different GLSL dialects (currently Generic and ShaderToy). * Shader port content types can be specified using `@return` and `@param` hints on GLSL functions.
Shader overhaul
* Leading blank lines are skipped, usually.
* Shaders whose ShaderAnalysis isn't valid can still be checked for compile errors. * List compile errors in shader problems. * Fix preview of distortion shaders. * Extra shader instance links can be deleted. * Style cleanup.
Shader refactor cleanup
…on is initialized.
Post-Koin fixes
* Misc cleanup (for Justin demo).
* Rename readBytes()/writeBytes() to readBytesWithSize()/writeBytesWithSize(). * Rename readNBytes()/writeNBytes() to readBytes()/writeBytes().
If there are multiple RenderEngines, let them parallelize the render step before transferring results back to CPU memory.
* Add device management tab to mapper app.
…type, not just surfaces and brains.
* Extract server component from Pinky. * Share opcode symbols between client and server. * Rename to RemoteVisualizer*.
* Refactored simulator setup to make support for new entity types easier.
* Remote visualizer now supports light bars. * Easy to add support for more entity types. * Cleaned up network send code to avoid blocking main thread.
* Fix compile error in RemoteVisualizerServer. * Moving head remote visualization works now.
Support WLED devices
* Pinky and client preview attempt to throttle frame generation to match target framerates.
* In the simulator, target framerates can be set from the console:
// Set Pinky's target framerate really low, effectively turning frame rendering off.
simulator.pinkySettings.targetFramerate = 0.00001
// Set client preview target framerate to 1fps.
document.clientPreviewTargetFramerate = 1
…h no CPU round trip. Render to texture instead of renderbuffer.
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