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@xian xian commented Jul 16, 2021

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xian added 30 commits December 1, 2020 20:46
* 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.
…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.
…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.
* 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.
xian and others added 28 commits June 15, 2021 14:56
* 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.
* 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.
* 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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2 participants