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Re: Shaderjoy 1.12
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@Capehill
Another one : when i dbl-click first time on fragment shader (so first time opens shaderjoy via def-icon) , then i didn't have name of the shader in the info bar. I need to d&d it again, so then i can see the name.

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Re: Shaderjoy 1.12
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@kas1e

Quote:

Found an interesting issue. There is shader: https://www.shadertoy.com/view/WlBXzy

That one works fine in all ShaderJoys till 1.11. Now, in 1.12, it starts cause lockup


Quote:

But that shader surely works ok with any ShaderJoy before 1.12. Strange! Strange because I had the same kind of issue with few shaders, but that all the time, with any ShaderJoy. Strange that in the case with this one, the matter is ShaderJoy itself. Was something changed in 1.12 which can cause that? (and maybe other shaders causing that will be not nova/Radeon issues in end ?)


Did you have any texture active? The only change I could imagine to have OpenGL impact, is default texture filter mode. So if you have some texture, try switching to linear filtering.

Still, shader didn't try to sample from texture so perhaps not.

Quote:

PS. Did you get beta versions of Nova at the moment? Mattew should send you one a weeks ago


I guess that was forgotten but I have sent a reminder. Above shader gives OpUndef error with 1.68.

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Re: Shaderjoy 1.12
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@Capehill
Quote:

I guess that was forgotten but I have sent a reminder.


Yeah, i remind him as well last time (because Mattew its like a black hole to which you need scream many many times, to have a result. Just like Hyperion :) ).

Quote:

Above shader gives OpUndef error with 1.68.


Yeah, you need latest betas for sure. Hope this time he will be able to understand importancy of helping 3d party warp3dnova developers.

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Re: Shaderjoy 1.12
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Hello
Perhaps using the same texsampler for all textures may economize some registers as each texture units use several registers

I mean if all textures are (say) linear then juste create one texsampler and use it for all textures (vs creating a texsampler each time we create a texture)

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Re: Shaderjoy 1.12
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@thellier
Yes, it would be possible to make such shared texture-samplers. And there certainly is some benefit here, after all samplers are a limited resource and maybe sharing those also improves performance a tiny bit. ogles2.lib manages "fixed" sampler / texture pairs, no sharing. In theory Nova could use shared samplers under the hood, but I bet it doesn't neither. I'll keep that in mind for an ogles2 update.

However, unfortunately the texture / sampler handling has no impact on the shader's register usage. It's something independent. I mean, the shader's binary code doesn't change if you bind different textures / samplers to different tex units. Of course, a sampler, just as a texture, uses up a certain amount of SGPRs to be used with an image instruction, but that's independent of the actual bound samplers during rendering. Maybe imagine those registers as being pointers to sampler-data. What you'd change with your proposal is where those point to but not the number of pointers in the code.

No, the reason for shaders running out of registers so quickly is this.
Nova simply has no acceptable real register allocator / manager until now. And the only way to fix those problems is to write a real one, simple as that.

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Re: Shaderjoy 1.12
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@Capehill
Another intersting issue. For that shader : https://www.shadertoy.com/view/4lfGDM , "pause" functionality didn't works. It start to be slower, but didn't stops.

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Re: Shaderjoy 1.12
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@kas1e

It seems to use iDate.w (seconds) instead of the usual iTime uniform. I probably need to add a hack that sends the last iDate during pause mode.

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Re: Shaderjoy 1.12
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@Daytona675x

Quote:

That garbage diagonal line revealed a minor issue with Shadertoy though: apparently the render-rectangle is not necessarily resized correctly until you manually force it to resize.


Yeah, it seems like glViewport wasn't called in the beginning. There was also unnecessary bitmap resize during startup. Should be fixed in 1.13 (not released yet).

@kas1e

Fixed shader name issue and iDate pause issue, too.

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Re: Shaderjoy 1.12
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@Capehill
Thanks!

While you at it, may I suggest improving "save" functionality a bit: i.e. add "save" and "save as". "save" will save to the opened file (so replace), and "save as" will open asl requester (but with pointing out to the directory from which original was opened, not to the progdir:shaders/ one).

ps. Sent a mail to Mattew about beta version for you again, hopefully, now he will do what promise :)

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Re: Shaderjoy 1.12
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@kas1e

Quote:

Found an interesting issue. There is shader: https://www.shadertoy.com/view/WlBXzy

That one works fine in all ShaderJoys till 1.11. Now, in 1.12, it starts cause lockup, and in serial I start to have issues from Radeon driver:

RadeonRX (0): Wait idle timed out. GPU busy


Confirmed issue on 1.74 SI driver. Shaderjoy 1.11 worked but 1.13 locks during WaitDone. It probably needs a comment from Hans.

Quote:

W3DN_SI.library (6): <ctxWaitDone>
RadeonHD.chip (0): wait for 8 fifo entries failed (5 available).
Status:
RadeonHD.chip (0): GRBM_STATUS: 0xE7D204A5
RadeonHD.chip (0): FIFO_AVAIL: 5
RadeonHD.chip (0): SRBM_RQ_PENDING_bit
RadeonHD.chip (0): CF_RQ_PENDING_bit
RadeonHD.chip (0): GRBM_EE_BUSY_bit
RadeonHD.chip (0): GRBM_STATUS__VGT_BUSY_bit
RadeonHD.chip (0): SX_BUSY_bit
RadeonHD.chip (0): SPI03_BUSY_bit
RadeonHD.chip (0): SMX_BUSY_bit
RadeonHD.chip (0): SC_BUSY_bit
RadeonHD.chip (0): PA_BUSY_bit
RadeonHD.chip (0): DB03_BUSY_bit
RadeonHD.chip (0): GRBM_STATUS__CP_BUSY_bit
RadeonHD.chip (0): CB03_BUSY_bit
RadeonHD.chip (0): GUI_ACTIVE_bit
RadeonHD.chip (0):
RadeonHD.chip (0): GRBM_STATUS2: 0xEDC00000
RadeonHD.chip (0): CB2_BUSY_bit
RadeonHD.chip (0): CB3_BUSY_bit
RadeonHD.chip (0):
RadeonHD.chip (0): SRBM_STATUS: 0x200000C0
RadeonHD.chip (0): VGT_CNTL_STATUS: 0x00000001
RadeonHD.chip (0): PA_CL_CNTL_STATUS: 0x80000000
RadeonHD.chip (0): PA_SU_CNTL_STATUS: 0x00000000
RadeonHD.chip (0): PA_SC_CNTL_STATUS: 0x00000000
RadeonHD.chip (0): VC_CNTL_STATUS: 0x00000000
RadeonHD.chip (0): TC_STATUS: 0x00000000
RadeonHD.chip (0): TD0_STATUS: 0x00000000
RadeonHD.chip (0): TA0_STATUS: 0x00000000
RadeonHD.chip (0): TA1_STATUS: 0x00000000
RadeonHD.chip (0): TA2_STATUS: 0x00000000
RadeonHD.chip (0): TA3_STATUS: 0x00000000
RadeonHD.chip (0): wait idle failed. Status:
RadeonHD.chip (0): GRBM_STATUS: 0xE7D204A5
RadeonHD.chip (0): FIFO_AVAIL: 5
RadeonHD.chip (0): SRBM_RQ_PENDING_bit
RadeonHD.chip (0): CF_RQ_PENDING_bit
RadeonHD.chip (0): GRBM_EE_BUSY_bit
RadeonHD.chip (0): GRBM_STATUS__VGT_BUSY_bit
RadeonHD.chip (0): SX_BUSY_bit
RadeonHD.chip (0): SPI03_BUSY_bit
RadeonHD.chip (0): SMX_BUSY_bit
RadeonHD.chip (0): SC_BUSY_bit
RadeonHD.chip (0): PA_BUSY_bit
RadeonHD.chip (0): DB03_BUSY_bit
RadeonHD.chip (0): GRBM_STATUS__CP_BUSY_bit
RadeonHD.chip (0): CB03_BUSY_bit
RadeonHD.chip (0): GUI_ACTIVE_bit
RadeonHD.chip (0):
RadeonHD.chip (0): GRBM_STATUS2: 0xEDC00000
RadeonHD.chip (0): CB2_BUSY_bit
RadeonHD.chip (0): CB3_BUSY_bit
RadeonHD.chip (0):
RadeonHD.chip (0): SRBM_STATUS: 0x200000C0
RadeonHD.chip (0): VGT_CNTL_STATUS: 0x00000001
RadeonHD.chip (0): PA_CL_CNTL_STATUS: 0x80000000
RadeonHD.chip (0): PA_SU_CNTL_STATUS: 0x00000000
RadeonHD.chip (0): PA_SC_CNTL_STATUS: 0x00000000
RadeonHD.chip (0): VC_CNTL_STATUS: 0x00000000
RadeonHD.chip (0): TC_STATUS: 0x00000000
RadeonHD.chip (0): TD0_STATUS: 0x00000000
RadeonHD.chip (0): TA0_STATUS: 0x00000000
RadeonHD.chip (0): TA1_STATUS: 0x00000000
RadeonHD.chip (0): TA2_STATUS: 0x00000000
RadeonHD.chip (0): TA3_STATUS: 0x00000000



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Re: Shaderjoy 1.12
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@Capehill
Another issue which may be ShaderJoy issue (but can be and Nova of course). There is shader: https://www.shadertoy.com/view/Xsl3zX

It works only when we comment out that part:

// keybord controls (numbers)
if (keyToggle(49)) gaz_trsp = 1./1.7;
if (keyToggle(50)) stars = 0.;
if (keyToggle(51)) bulb = 0.;
if (keyToggle(52)) dens = .3*spires;


Or it just gives a static image. KeyToggle function just takes an iChannel2, which is "keyboard control". So, while it all compiles, we probably didn't' have support for keyboard control in ShaderJoy (todo?:) ), and default values are taken for can cause such a difference.

But at least on ShaderToy site when I set iChannel2 to be empty (with keeping code with those "ifs" about keyToggle), an effect still renders, while on our side didn't.

Just want to be sure it's ShaderJoy and not Nova

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Re: Shaderjoy 1.12
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@kas1e

It is a Shaderjoy issue. If you actually load "default.png" texture as channel2, then it works. I should probably make all channels populated by default.png because if I don't, the default texture seems to be white rather than black.

And no, there is no keyboard support yet...

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Re: Shaderjoy 1.12
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@Capehill
Quote:

It is a Shaderjoy issue. If you actually load "default.png" texture as channel2, then it works. I should probably make all channels populated by default.png because if I don't, the default texture seems to be white rather than black.


Yes, in few other shaders back in past I also noticed that default things may differ, because there weren't default texture applied. And yes, sound right to make all channels to have default.png.

Interesting, that I had another shader: https://www.shadertoy.com/view/XtfSRn, which give wrong geometry until we add default texture. The same use keyboard, but in ichannel2. Through setting default.png to even ichannel0 make it renders correctly. But seems the same issue.


PS. Btw, ShaderJoy archive miss "blue noise" texture. But, I never saw that one be in use in any of the shaders anyway.

Quote:

And no, there is no keyboard support yet...


Not of big needs IMHO for now. It's not _that_ often used anyway. Sure, can be good for prototyping own shaders and switch between different effects in one shader, but not of a big deal for sure.


Edited by kas1e on 2020/7/18 11:28:09
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Re: Shaderjoy 1.12
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@Capehill
Also from time to time (but not very offten), i had a DSI when press close gadget to quit from ShaderJoy in window.class:

Crash log for task "Work:ogles2/Shaderjoy-1.12/Shaderjoy"
Generated by GrimReaper 53.19
Crash occured in module Shaderjoy at address 0x7EDEAF14
Type of crash
DSI (Data Storage Interruptexception
Alert number
0x80000003

Register dump
:
GPR (General Purpose Registers):
   
07FD3A420 610A02D0 00000002 00000010 61180000 62D08208 00000000 61180000 
   8
43300000 61180000 023B6CC2 00000000 00570000 611407F4 00200000 67C62CC0 
  16
62D0735C 00080000 04000000 000F0000 02000000 610A0928 00000000 00000000 
  24
: 00800000 62D0735C 67997B30 80410000 67C62D66 00000000 62D0735C 610A09A8 


FPR 
(Floating Point RegistersNaN Not a Number):
   
0:              nan          2898.44                7               18 
   4
:          47974.9         0.285714       4.5036e+15       4.5036e+15 
   8
:       4.5036e+15             2020       4.5036e+15       4.5036e+15 
  12
:               16            65536     8.00709e-110     -4.78544e+49 
  16
:    -6.88154e-173     2.07078e-235     -5.8721e-258     -1.86805e-24 
  20
:     4.88555e-115    -8.97032e-106     7.30743e-220     2.79249e-265 
  24
:    -3.77038e-264    -1.01916e-248     1.15071e-114      2.4133e-226 
  28
:     -1.3764e-260    -7.62922e-262      2.9273e-255     -3.85448e+88 

FPSCR 
(Floating Point Status and Control Register): 0x86024000


SPRs 
(Special Purpose Registers):
           
Machine State (msr) : 0x0002F030
                Condition 
(cr) : 0x5FA02DA0
      Instruction Pointer 
(ip) : 0x7EDEAF14
       Xtended Exception 
(xer) : 0x00000010
                   Count 
(ctr) : 0x63D84040
                     Link 
(lr) : 0x023B6CC2
            DSI Status 
(dsisr) : 0x67C62D7A
            Data Address 
(dar) : 0x39553553



680x0 emulated registers
:
DATA00000001 00000000 00000000 00000000 00000000 00000000 00000000 00000000 
ADDR
6FFA4000 82874900 00000000 00000000 00000000 00000000 00000000 6109FA80 
FPU0
:                0                0                0                0 
FPU4
:                0                0                0                0 



Symbol info
:
Instruction pointer 0x7EDEAF14 belongs to module "Shaderjoy" (HUNK/Kickstart)

Stack trace:
    
module Work:ogles2/Shaderjoy-1.12/Shaderjoy at 0x7EDEAF14 (section 0 0x2EF0)
    
module CLASSES:window.class at 0x7FD3A420 (section 0 0x83FC)
    
module CLASSES:window.class at 0x7FD3D070 (section 0 0xB04C)
    
native kernel module intuition.library.kmod+0x00021448
    native kernel module intuition
.library.kmod+0x000215ec
    native kernel module intuition
.library.kmod+0x0000a3f4
    native kernel module intuition
.library.kmod+0x0000a034
    module Work
:ogles2/Shaderjoy-1.12/Shaderjoy at 0x7EDF0E18 (section 0 0x8DF4)
    
module Work:ogles2/Shaderjoy-1.12/Shaderjoy at 0x7EDE8D88 (section 0 0xD64)
    
native kernel module newlib.library.kmod+0x000025fc
    native kernel module newlib
.library.kmod+0x000032d8
    native kernel module newlib
.library.kmod+0x0000384c
    Work
:ogles2/Shaderjoy-1.12/Shaderjoy:_start()+0x1e0 (section 1 0x284)
    
native kernel module dos.library.kmod+0x0002a41c
    native kernel module kernel
+0x0005baa8
    native kernel module kernel
+0x0005bb20

PPC disassembly
:
 
7edeaf0c3c806118   lis               r4,24856
 7edeaf10
3ce06118   lis               r7,24856
*7edeaf1489460036   lbz               r10,54(r6)
 
7edeaf1891010028   stw               r8,40(r1)
 
7edeaf1c7d4a0774   extsb             r10,r10


Ignore DSI helps, so it's something not very heavy. This time when I got it, I just load shader, play with it a bit, and then hit close gadget.

I see we crashes on lbz r10,54(r6), and r6 is 0x00000000

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Re: Shaderjoy 1.12
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@kas1e

Quote:

Stack trace:
module Work:ogles2/Shaderjoy-1.12/Shaderjoy at 0x7EDEAF14 (section 0 @ 0x2EF0)
module CLASSES:window.class at 0x7FD3A420 (section 0 @ 0x83FC)
module CLASSES:window.class at 0x7FD3D070 (section 0 @ 0xB04C)


I didn't have a debug version stored but rebuilding v1.12 points to an IdcmpHook function which is used to handle mouse events. Is it possible the IDCMP hook gets called after window closing or something? Not sure what is happening but I can try to make it more robust.

Quote:

ShaderJoy archive miss "blue noise" texture.


Do you know how to fetch it? It may be that it's not available on their github repo either. https://github.com/beautypi/shadertoy- ... /master/shadertoy/presets (tex13 is missing so there are total of 21 textures).

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Re: Shaderjoy 1.13
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Version 1.13 changes:

- Make channel windows asynchronous and allow opening them simultaneously.
- Make load and save requesters asynchronous.
- On quit or fullscreen toggle, wait for save requester to finish. Otherwise try to close extra windows.
- Do not advance iDate uniform in pause mode.
- Update shader name when filename is passed as a startup argument.
- Set GL viewport during startup.
- Add multipass rendering concept: allow loading of shader programs as iChannels, and
allow loading of textures for those shader programs.

Limitations:
- No "Common shader" support yet.
- No subshader editing.

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Re: Shaderjoy 1.13
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@Capehill
Yeah!

Quote:

- Add multipass rendering concept: allow loading of shader programs as iChannels, and
allow loading of textures for those shader programs.


How that can be used ? I mean , should i firstly load as main shader the one which is "mainimage", and then load to ichannel0 "buffer_A.frag" ?

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Re: Shaderjoy 1.13
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@Capehill
Thank you for another update to this great software!

1989-> A500, A600, A3000, A4000, A1200, CD32, µA1, PegII, A1XE, CDTV, Amy/416D79, A1X5000, Vampire 500 V2+, Vampire 600 V2, Amy-ITX, Denise ITX <-2024
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Re: Shaderjoy 1.13
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@kas1e

Currently you can load shaders in any order. Also the shader channels remain active even if you switch to something that is not using any channels so it can cause some non-obvious load in case there is some heavy shader running in some channel. I probably should reset channels when loading a new shader.

I'm also planning an improved dialog for setting everything at once but it's not started yet. At that point a project file might be a good idea to add.

@kas1e @khayoz

If you haven't found any fatal issue, I might replace the 1.11 archive on OS4Depot.

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Re: Shaderjoy 1.13
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@Capehill
Quote:

Currently you can load shaders in any order. Also the shader channels remain active even if you switch to something that is not using any channels so it can cause some non-obvious load in case there is some heavy shader running in some channel. I probably should reset channels when loading a new sheader.


Do you have any multipass test shader from ShaderToy which works ? I just tried few, and wasn't able to run them, have errors about ichannel not have something, etc.

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