2.8 KiB
2.8 KiB
Session Log — 2026-08-09
Background colour change (blit shader)
- User requested changing the letterbox/pillarbox background from black to neutral grey.
- Initial attempt: changed the render pass clear color to
(0.5, 0.5, 0.5, 1.0). This triggered the NVIDIA validation layer warningBestPractices-NVIDIA-ClearColor-NotCompressed— SRGB fast clears only work with 0.0 or 1.0 on NVIDIA tile-based GPUs. - Reverted the clear color and implemented the proper solution: draw a fullscreen grey quad in the fragment shader before the texture quad. The render pass clear stays at 0.0 (fast-compressed).
- Added
modefield toBlitDatapush constant. Mode 0 samples the texture, mode 1 outputs solid grey. - User noted that a branch in the shader is free (no warp divergence since
modeis uniform per draw call). Agreed — no need for a separate clear pipeline. - Changed grey from 0.5 to 0.18 (18% grey card, standard in photography/compositing).
- Fixed a Slang compilation warning by updating the profile from
spirv_1_4tospirv_1_6and explicitly declaring the required capabilities.
Shader filter node research
- User requested research on: Gaussian blur, CDL, Laplacian, Sobel, sharpen, posterize, pixelize, Kuwahara.
- Launched a research agent that produced
documents/research/shader-filters.mdcovering all filters with formulas, Slang pseudocode, parameter tables, and performance notes.
Design decisions made during review
-
Colour space: all intermediate textures are linear float (
R16G16B16A16_SFLOAT,R32G32B32A32_SFLOATfor Kuwahara tensor). sRGB images are linearized once at load by the Read node. Final blit to sRGB swapchain handles display encoding. -
Alpha: premultiplied everywhere by default. Explicit Unpremult/Premult nodes for operations that need unpremultiplied values (Nuke model).
-
Edge handling: per-node parameter, clamp-to-edge default, clamp-to-border option. Affects sampler state, not shader branches.
-
Premult has no parameters: removed the empty push constant struct.
Research document fixes
- Fixed a contradictory sentence about push constant sizes and CDL block size.
- Added Unpremult (§9) and Premult (§10) sections with full implementations.
- Added
edge_modefield to all 5 spatial filter push constant blocks (Gaussian, Laplacian, Sobel, Sharpen, Kuwahara). - Restructured the implications section (§12) into open items vs resolved decisions.
- Expanded all mathematics sections with plain-language explanations suitable for someone without a strong math background.
Open items for next session
- Begin implementing the actual shader nodes in Prism
- Node system needs: per-pass resource signatures, scratch texture hooks, per-node sampler choice, compile-time-bounded loop limits
- Classic Kuwahara is the recommended first implementation (single pass)