debug shader

This commit is contained in:
2025-09-20 20:02:29 +02:00
parent ce1d0dba60
commit 3d5a6fc6ac
7 changed files with 135 additions and 28 deletions
+2 -2
View File
@@ -115,8 +115,8 @@ make -f Makefile.dev release-arch
- [x] demo mode - [x] demo mode
- [x] random seed injected into shaders - [x] random seed injected into shaders
- [x] internal texture size for speed - [x] internal texture size for speed
- [ ] pass state as uniform - [x] pass state as uniform
- [ ] debug shader (and in monitor) - [x] debug shader (and in monitor)
- [ ] Clean code and fix things - [ ] Clean code and fix things
- [ ] Midi - [ ] Midi
- [ ] Read Midi events - [ ] Read Midi events
+3 -2
View File
@@ -4,9 +4,10 @@ UNIFORM_FPS=iFPS
UNIFORM_DEMO=iDemo UNIFORM_DEMO=iDemo
UNIFORM_RESOLUTION=iResolution UNIFORM_RESOLUTION=iResolution
UNIFORM_SEED_PREFIX=seed UNIFORM_SEED_PREFIX=seed
UNIFORM_STATE_PREFIX=state
UNIFORM_TEX_PREFIX=tex UNIFORM_TEX_PREFIX=tex
TEX_COUNT=9 TEX_COUNT=8
FRAG_COUNT=8 FRAG_COUNT=8
FRAG_OUTPUT=7 FRAG_OUTPUT=7
@@ -15,7 +16,7 @@ FRAG_1_OUT=2
FRAG_2_OUT=5 FRAG_2_OUT=5
FRAG_3_OUT=3 FRAG_3_OUT=3
FRAG_4_OUT=6 FRAG_4_OUT=6
FRAG_5_OUT=8 FRAG_5_OUT=7
FRAG_6_OUT=0 FRAG_6_OUT=0
SUB_TYPE_COUNT=3 SUB_TYPE_COUNT=3
+93 -10
View File
@@ -21,6 +21,13 @@ uniform int seed6;
uniform int seed7; uniform int seed7;
uniform int seed8; uniform int seed8;
uniform int state1_1;
uniform int state2_1;
uniform int state3_2;
uniform int state4_2;
uniform int state5_3;
uniform int state6_2;
// 2. textures // 2. textures
// --------------- // ---------------
@@ -166,8 +173,8 @@ float cosTime(float k)
vec2 magic_f(vec2 F, vec3 B, float i) vec2 magic_f(vec2 F, vec3 B, float i)
{ {
return vec2( return vec2(
mix(F.x, randTime(i + 1), B.z + iDemo), mix(F.x, randTime(i + 1), min(1, B.z + iDemo)),
mix(F.y, randTime(i + 2), B.z + iDemo) mix(F.y, randTime(i + 2), min(1, B.z + iDemo))
); );
} }
@@ -179,8 +186,8 @@ vec2 magic_f(float i)
vec3 magic_b(vec3 B, float i) vec3 magic_b(vec3 B, float i)
{ {
return vec3( return vec3(
mix(B.x, step(0.2, randTime(i + 3)), B.z + iDemo), mix(B.x, step(0.2, randTime(i + 3)), min(1, B.z + iDemo)),
mix(B.y, step(0.5, randTime(i + 4)), B.z + iDemo), mix(B.y, step(0.5, randTime(i + 4)), min(1, B.z + iDemo)),
min(1, B.z + iDemo) min(1, B.z + iDemo)
); );
} }
@@ -810,7 +817,7 @@ int read(sampler2D tex, vec2 uv, float k, int d, float t)
float inv_k = 1 / k; float inv_k = 1 / k;
vec2 tex_uv = floor(uv * k) * inv_k; vec2 tex_uv = floor(uv * k) * inv_k;
tex_uv += vec2(d % 2, floor(d * 0.5)) * 0.5 * inv_k; tex_uv += vec2(d % 2, floor(d * 0.5)) * 0.5 * inv_k;
return // TODO threshold return
((mean(reframe(tex, tex_uv + vec2(0, 3) * inv_k * 0.125)) > t) ? 1 : 0) + ((mean(reframe(tex, tex_uv + vec2(0, 3) * inv_k * 0.125)) > t) ? 1 : 0) +
((mean(reframe(tex, tex_uv + vec2(0, 2) * inv_k * 0.125)) > t) ? 2 : 0) + ((mean(reframe(tex, tex_uv + vec2(0, 2) * inv_k * 0.125)) > t) ? 2 : 0) +
((mean(reframe(tex, tex_uv + vec2(0, 1) * inv_k * 0.125)) > t) ? 4 : 0) + ((mean(reframe(tex, tex_uv + vec2(0, 1) * inv_k * 0.125)) > t) ? 4 : 0) +
@@ -1237,13 +1244,89 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed)
float ratio = iResolution.x / iResolution.y; float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
// controls // inputs
int selected = 0; // TODO debug selected
int page = 0; // TODO debug page
int selected_src = 0; // TODO debug selected
int selected_fx = 0; // TODO debug selected
int selected_srca = state1_1;
int selected_srcb = state2_1;
int selected_fxa = state3_2;
int selected_fxb = state4_2;
int selected_mfx = state6_2;
float fxa_value = magic(seed3);
float fxb_value = magic(seed4);
float mfx_value = magic(seed6);
float mix_value = magic(seed5);
int mix_type = state5_3 % 2;
// logic // logic
// TODO tmp vec2 uv2 = uv1;
uv2 *= 10;
uv2.x -= 0.5;
uv2.y += 0.5;
// base frame
float f =
h_rect(uv2, vec2(-5, -2), vec2(1), 0.1) +
h_rect(uv2, vec2(-2, -2), vec2(1), 0.1) +
rect(uv2, vec2(-3.5, -2), vec2(0.5, 0.1)) +
h_rect(uv2, vec2(-5, 2), vec2(1), 0.1) +
h_rect(uv2, vec2(-2, 2), vec2(1), 0.1) +
rect(uv2, vec2(-3.5, 2), vec2(0.5, 0.1)) +
h_rect(uv2, vec2(2, 0), vec2(1), 0.1) +
h_rect(uv2, vec2(5, 0), vec2(1), 0.1) +
rect(uv2, vec2(3.5, 0), vec2(0.5, 0.1)) +
rect(uv2, vec2(0.55, -2), vec2(1.5, 0.1)) +
rect(uv2, vec2(2, -1.55), vec2(0.1, 0.55)) +
rect(uv2, vec2(0.55, 2), vec2(1.5, 0.1)) +
rect(uv2, vec2(2, 1.55), vec2(0.1, 0.55)) +
rect(uv2, vec2(7.5, 0), vec2(1.5, 0.1)) +
h_rect(uv2, vec2(-9, 5.1), vec2(1), 0.1);
// show selected src/fx
f += char_at(uv2, vec2(-5.4, 1.45), hex_chars[selected_srca]);
f += char_at(uv2, vec2(-5.4, -2.55), hex_chars[selected_srcb]);
f += char_at(uv2, vec2(-2.4, 1.45), hex_chars[selected_fxa]);
f += char_at(uv2, vec2(4.6, -0.55), hex_chars[selected_fxb]);
f += char_at(uv2, vec2(-2.4, -2.55), hex_chars[selected_mfx]);
// show current selected
f += selected == 0 ? h_rect(uv2, vec2(-5, 2), vec2(1.2), 0.1) : 0;
f += selected == 1 ? h_rect(uv2, vec2(-5, -2), vec2(1.2), 0.1) : 0;
f += selected == 2 ? h_rect(uv2, vec2(-2, 2), vec2(1.2), 0.1) : 0;
f += selected == 3 ? h_rect(uv2, vec2(5, 0), vec2(1.2), 0.1) : 0;
f += selected == 4 ? h_rect(uv2, vec2(-2, -2), vec2(1.2), 0.1) : 0;
// show selected src/fx
f += selected_src == 0 ? h_rect(uv2, vec2(-5, 0.8), vec2(1, 0), 0.1) : 0;
f += selected_src == 1 ? h_rect(uv2, vec2(-5, -3.2), vec2(1, 0), 0.1) : 0;
f += selected_fx == 2 ? h_rect(uv2, vec2(-2, 0.8), vec2(1.2, 0), 0.1) : 0;
f += selected_fx == 3 ? h_rect(uv2, vec2(5, -1.2), vec2(1, 0), 0.1) : 0;
f += selected_fx == 4 ? h_rect(uv2, vec2(-2, -3.2), vec2(1, 0), 0.1) : 0;
// show inputs / feedback
f += (selected_srca == 5 || selected_srca == 10) ? rect(uv2, vec2(-8, 2), vec2(2, 0.1)) : 0;
f += (selected_srca == 0 || selected_srca % 5 != 0 && selected_srca >= 8) ? rect(uv2, vec2(-6.5, 2), vec2(0.5, 0.1)) + rect(uv2, vec2(0, 4), vec2(7, 0.1)) + rect(uv2, vec2(-7, 3), vec2(0.1, 1.1)) + rect(uv2, vec2(7, 2), vec2(0.1, 2.1)) : 0;
f += (selected_srcb == 5 || selected_srcb == 10) ? rect(uv2, vec2(-8, -2), vec2(2, 0.1)) : 0;
f += (selected_srcb == 0 || selected_srcb % 5 != 0 && selected_srcb >= 8) ? rect(uv2, vec2(-6.5, -2), vec2(0.5, 0.1)) + rect(uv2, vec2(0, -4), vec2(7, 0.1)) + rect(uv2, vec2(-7, -3), vec2(0.1, 1.1)) + rect(uv2, vec2(7, -2), vec2(0.1, 2.1)) : 0;
// show page
f += char_at(uv2, vec2(-9.2, 4.3), hex_chars[page]);
// show fx values
f = mix(f, 1 - f, rect(uv2, vec2(-2, 1.1 + 0.9 * fxa_value), vec2(0.9, 0.9 * fxa_value)));
f = mix(f, 1 - f, rect(uv2, vec2(5, -0.9 + 0.9 * fxb_value), vec2(0.9, 0.9 * fxb_value)));
f = mix(f, 1 - f, rect(uv2, vec2(-2, -2.9 + 0.9 * mfx_value), vec2(0.9, 0.9 * mfx_value)));
// show mix
f += char_at(uv2, vec2(1.55, -0.6), mix_type > 0 ? 0x4B : 0x4D);
f = mix(f, 1 - f, rect(uv2, vec2(2, -0.9 + 0.9 * mix_value), vec2(0.9, 0.9 * mix_value)));
return texture(tex0, vUV); return vec4(f);
} }
// 6. effects // 6. effects
@@ -1706,7 +1789,7 @@ subroutine(mix_stage_sub) vec4 mix_1(vec2 vUV, sampler2D ta, sampler2D tb, int s
// controls // controls
float mix_src = magic(seed + 10); float mix_src = magic(seed);
// logic // logic
@@ -1725,7 +1808,7 @@ subroutine(mix_stage_sub) vec4 mix_2(vec2 vUV, sampler2D ta, sampler2D tb, int s
// controls // controls
float mix_src = magic(seed + 10); float mix_src = magic(seed);
// logic // logic
+2 -2
View File
@@ -1,6 +1,6 @@
// MFX // MFX
// ------------ // ------------
// IN: 8 (A+B) // IN: 7 (A+B)
// IN: 0 (OUT) // IN: 0 (OUT)
// OUT: 0 (OUT) // OUT: 0 (OUT)
@@ -8,5 +8,5 @@ in vec2 vUV;
out vec4 fragColor; out vec4 fragColor;
void main() { void main() {
fragColor = fx_stage(vUV, tex8, tex0, seed6); fragColor = fx_stage(vUV, tex7, tex0, seed6);
} }
+11 -11
View File
@@ -26,15 +26,15 @@ void main() {
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1); vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec2 uv2 = uv0 * 3; vec2 uv2 = uv0 * 3;
vec2 uv3 = uv1 * 30; vec2 uv3 = uv1 * 60;
vec4 c = vec4(0); vec4 c = vec4(0);
c += s(uv2,0,2) * texture(tex1, uv2); c += s(uv2,0,2) * texture(tex1, uv2);
c += s(uv2,1,2) * texture(tex2, uv2); c += s(uv2,1,2) * texture(tex2, uv2);
c += s(uv2,2,2) * texture(tex3, uv2); c += s(uv2,2,2) * texture(tex3, uv2);
c += s(uv2,0,1) * texture(tex7, uv2); c += s(uv2,0,1) * src_16(mod(uv2, 1), 0);
c += s(uv2,1,1) * texture(tex8, uv2); c += s(uv2,1,1) * texture(tex7, uv2);
c += s(uv2,2,1) * texture(tex0, uv2); c += s(uv2,2,1) * texture(tex0, uv2);
c += s(uv2,0,0) * texture(tex4, uv2); c += s(uv2,0,0) * texture(tex4, uv2);
c += s(uv2,1,0) * texture(tex5, uv2); c += s(uv2,1,0) * texture(tex5, uv2);
@@ -42,14 +42,14 @@ void main() {
float t = 0; float t = 0;
t += write_5(uv3, vec2(-26.5,13.5), texts[0]); t += write_5(uv3, vec2(-53,28), texts[0]);
t += write_5(uv3, vec2(-26.5,-6.5), texts[1]); t += write_5(uv3, vec2(-53,-12), texts[1]);
t += write_5(uv3, vec2(-8.5,13.5), texts[2]); t += write_5(uv3, vec2(-17,28), texts[2]);
t += write_5(uv3, vec2(-8.5,-6.5), texts[3]); t += write_5(uv3, vec2(-17,-12), texts[3]);
t += write_5(uv3, vec2(9.5,13.5), texts[4]); t += write_5(uv3, vec2(19,28), texts[4]);
t += write_5(uv3, vec2(9.5,-6.5), texts[5]); t += write_5(uv3, vec2(19,-12), texts[5]);
t += write_5(uv3, vec2(-8.5,3.5), texts[6]); t += write_5(uv3, vec2(-17,8), texts[6]);
t += write_5(uv3, vec2(9.5,3.5), texts[7]); t += write_5(uv3, vec2(19,8), texts[7]);
fragColor = mix(c, 1 - c, t); fragColor = mix(c, 1 - c, t);
} }
+23 -1
View File
@@ -141,6 +141,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
char *tex_prefix; char *tex_prefix;
char *sub_prefix; char *sub_prefix;
char *seed_prefix; char *seed_prefix;
char *state_prefix;
program->programs[i] = glCreateProgram(); program->programs[i] = glCreateProgram();
@@ -173,6 +174,18 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
glGetUniformLocation(program->programs[i], name); glGetUniformLocation(program->programs[i], name);
} }
state_prefix =
config_file_get_str(shader_config, "UNIFORM_STATE_PREFIX", "state");
for (j = 0; j < program->frag_count; j++) {
for (k = 0; k < program->sub_type_count; k++) {
sprintf(name, "%s%d_%d", state_prefix, j + 1, k + 1);
program
->istate_locations[i * program->frag_count * program->sub_type_count +
j * program->sub_type_count + k] =
glGetUniformLocation(program->programs[i], name);
}
}
for (j = 0; j < program->sub_type_count; j++) { for (j = 0; j < program->sub_type_count; j++) {
sprintf(name, "SUB_%d_PREFIX", j + 1); sprintf(name, "SUB_%d_PREFIX", j + 1);
sub_prefix = config_file_get_str(shader_config, name, 0); sub_prefix = config_file_get_str(shader_config, name, 0);
@@ -217,6 +230,8 @@ static void init_programs(ShaderProgram *program, ConfigFile shader_config) {
program->idemo_locations = malloc(program->frag_count * sizeof(GLuint)); program->idemo_locations = malloc(program->frag_count * sizeof(GLuint));
program->iseed_locations = program->iseed_locations =
malloc(program->frag_count * program->frag_count * sizeof(GLuint)); malloc(program->frag_count * program->frag_count * sizeof(GLuint));
program->istate_locations = malloc(program->frag_count * program->frag_count *
program->sub_type_count * sizeof(GLuint));
program->vpos_locations = malloc(program->frag_count * sizeof(GLuint)); program->vpos_locations = malloc(program->frag_count * sizeof(GLuint));
program->textures_locations = program->textures_locations =
malloc(program->frag_count * program->tex_count * sizeof(GLuint)); malloc(program->frag_count * program->tex_count * sizeof(GLuint));
@@ -335,12 +350,19 @@ static void use_program(ShaderProgram program, int i, bool output,
(const GLint)context.seeds[j]); (const GLint)context.seeds[j]);
} }
// set subroutines for fragment // set subroutines for fragment and update state uniforms
for (j = 0; j < program.sub_type_count; j++) { for (j = 0; j < program.sub_type_count; j++) {
k = context.sub_state[i * program.sub_type_count + j]; k = context.sub_state[i * program.sub_type_count + j];
subroutines[j] = program.sub_locations[i * program.sub_type_count * subroutines[j] = program.sub_locations[i * program.sub_type_count *
program.sub_variant_count + program.sub_variant_count +
j * program.sub_variant_count + k]; j * program.sub_variant_count + k];
for (k = 0; k < program.frag_count; k++) {
glUniform1i(
program.istate_locations[i * program.frag_count *
program.sub_type_count +
k * program.sub_type_count + j],
(const GLint)context.sub_state[k * program.sub_type_count + j]);
}
} }
glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count, glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count,
+1
View File
@@ -60,6 +60,7 @@ typedef struct ShaderProgram {
GLuint *ires_locations; GLuint *ires_locations;
GLuint *idemo_locations; GLuint *idemo_locations;
GLuint *iseed_locations; GLuint *iseed_locations;
GLuint *istate_locations;
GLuint *vpos_locations; GLuint *vpos_locations;