2015-05-31, 16:18
hm.. I also include screensaver into dx11 test build
(2015-05-31, 16:08)da-anda Wrote: a screensaver add-on for shadertoy has already been created and is part of nightly RPI builds by Milhouse
(2015-05-28, 19:16)uNiversal Wrote: Ive tried implementing (see it in action there -> https://www.shadertoy.com/view/4lS3W3) a variation of audioCube as well, and I managed to get it working in kodi.
Problem is that performance?! Is awful despite CPU being at 10% and Ram 400MB, so hardly being used and with a nvidia GT610. (not the only visualisation do act like this on this machine haven't tested others dont have others to test)
Screenshots (looks great but its really slow)
This should have enough humpf for these things and yet they grind to a halt.
(2015-05-28, 19:16)uNiversal Wrote: Also there's no support for cube maps (yet is it planned?) in the shadertoy addon this visualization particular looks great with a texturecube mapped to it.
(2015-05-28, 19:16)uNiversal Wrote: But there you are maybe soon enough.
I also realized that shortage of better screensavers or even live wallpapers can also be remedied by a similar addon one for audio visualisations and one for screensavers and so on, So the same code visualisation.shadertoy and screensaver.shadertoy etc, Im sure content wouldn't be a problem.
(2015-05-31, 16:19)popcornmix Wrote: Only tested on Pi, but they might work on other ARM platforms.Just tested on my WETEK box and I only get a still frame for the screensavers. Looks like the "iGlobalTime" might not be forwarded to the shader or something else is borked. Haven't tested the viz yet.
(2015-06-01, 09:53)topfs2 Wrote: Well the shaders in shadertoy in browser runs at 800x480 and in kodi you run it at 1920x1080, the latter needs about 5.4 more power, which can very well cause it to grind to a halt.
TBH I am considering adding a setting to render it to texture (800x480 or something) and then use linear scaling up to full HD. It won't look as nice but should run on a lot more hardware
(2015-06-01, 12:14)da-anda Wrote: yes, I spent a lot of time browsing Shadertoy website
(2015-06-01, 13:20)uNiversal Wrote: I think screensavers should be done in separate addon, even if its same code I really like
(2015-06-01, 14:02)popcornmix Wrote:(2015-06-01, 09:53)topfs2 Wrote: Well the shaders in shadertoy in browser runs at 800x480 and in kodi you run it at 1920x1080, the latter needs about 5.4 more power, which can very well cause it to grind to a halt.
TBH I am considering adding a setting to render it to texture (800x480 or something) and then use linear scaling up to full HD. It won't look as nice but should run on a lot more hardware
GLES version already renders to a smaller texture and then scales it up. i suspect that code is portable to desktop GL.
I've added a way of scaling each shader by an appropriate amount to get a consistent fps out. That's good for Pi users, but actual results may be different on different GPUs.
I'm thinking of rendering the first frame at 1080p and timing it, and then using that time as a scale factor for the resolution. If it is fast enough render directly to framebuffer, otherwise use an off-screen buffer with a size chosen so you get the desired framerate.
(2015-06-01, 18:28)topfs2 Wrote: Need to merge our version I think I'd love PRs if you have the energy. Not sure how to do the scaling stuff for desktop tbh, its always hard to measure stuff like this. Need many frames to test and need to know that nothing else is happening. Ideally Kodi should send information like this to us, as they could make a performance test during first launch, a bit more cumbersome doing it on each addon creation (which happens anytime you change the window).