Search found 12 matches

by dtristram
Tue Jun 24, 2025 06:33
Forum: Wire Wire, Pants on Fire!
Topic: Render Passes
Replies: 4
Views: 95273

Re: Render Passes

I was having trouble, running into a bug where subsequent passes could not read from the target of pass 0. Making target 0 "PERSISTENT": true fixed that problem. more investigations to come...
by dtristram
Tue Jun 24, 2025 02:10
Forum: Wire Wire, Pants on Fire!
Topic: Render Passes
Replies: 4
Views: 95273

Re: Render Passes

$WIDTH is always (for every pass) the width of the input texture so we have to use $WIDTH/2 and $WIDTH/4 to do the subsequent downsampling.
by dtristram
Mon Jun 16, 2025 18:07
Forum: Problems? Bugs? Solutions!
Topic: persistent buffers not 32-bit
Replies: 2
Views: 9408

Re: persistent buffers not 32-bit

This would be great to get fixed.

Because of https://resolume.com/forum/viewtopic.php?p=103010 I do not have a workaround. This second problem makes it impossible to use more than one persistent buffer in multiple passes. I found a nice trick for saving high precision floats in a four component ...
by dtristram
Sun Jun 01, 2025 21:15
Forum: Problems? Bugs? Solutions!
Topic: persistent buffers not 32-bit
Replies: 2
Views: 9408

persistent buffers not 32-bit

when buffers are marked PERSISTENT, they no longer respect the FLOAT designation, that is, they become 8-bit per component buffers even when FLOAT: true is specified.

In this patch normalized fragment coordinates are stored in a buffer. If they are stored at 32-bit floats, there is sufficient ...
by dtristram
Sat May 31, 2025 20:44
Forum: Wire Wire, Pants on Fire!
Topic: Render Passes
Replies: 4
Views: 95273

Re: Render Passes

has anyone succeeded in reading multiple buffers in different passes? I don't believe it works.
by dtristram
Sat May 31, 2025 20:38
Forum: Problems? Bugs? Solutions!
Topic: multipass reads wrong buffer
Replies: 0
Views: 9920

multipass reads wrong buffer

multipass buffer access seems broken

after initializing contents of two buffers, first pass can read first buffer, but second pass gets pixels from the first buffer, not the second as expected.


/*{
"CREDIT": "dtristram",
"DESCRIPTION": "illustrates bug in multipass support, note image 1 ...
by dtristram
Thu May 29, 2025 06:13
Forum: Problems? Bugs? Solutions!
Topic: testing FRAMEINDEX result not as expected
Replies: 1
Views: 2847

Re: testing FRAMEINDEX result not as expected

I think what is happening is I am rerunning my shader in the same Wire session, and FRAMEINDEX is just starting off at some big number.
by dtristram
Thu May 29, 2025 06:10
Forum: Problems? Bugs? Solutions!
Topic: testing FRAMEINDEX result not as expected
Replies: 1
Views: 2847

testing FRAMEINDEX result not as expected

I'm having a little trouble using FRAMEINDEX in an isf shader.

If I test the value like
if (FRAMEINDEX < 10) { ...
then I do not enter this code unless I test against a huge number like 10000000.

but code like this gives expected result though:

vec4 color = vec4( fract( FRAMEINDEX / 1000 ...
by dtristram
Thu May 29, 2025 05:55
Forum: Problems? Bugs? Solutions!
Topic: Recompiling ISF node disconnects wires
Replies: 2
Views: 3712

Re: Recompiling ISF node disconnects wires

thank you, fixed here with Wire 7.22.8
by dtristram
Fri Mar 07, 2025 21:31
Forum: Problems? Bugs? Solutions!
Topic: Recompiling ISF node disconnects wires
Replies: 2
Views: 3712

Recompiling ISF node disconnects wires

In Wire, every time my ISF compiles, all the input patch connections to the ISF node are broken. Wire shows the connecting curved wire path, but in the node, a text type-in for the broken inputs appears. Reconnecting by dragging from the source to the ISF input reconnects and the text type-in ...