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    GLSL Shader Actor : 'parameter setting window'

    How To... ?
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    • DusX
      DusX Tech Staff last edited by

      as Mark said, the for loops are tieing things up.

      You could add published Int inputs to set these dynamically.. (one is hard coded to 256 and another to 8)
      Changing the 256 to 128 still has a similar effect, while 64 loses the thru/cutout sections.. but is interesting in its own way.
      I can run the file at my more than 1080p screen resolution for about 30secs before my gtx 870m starts to over heat... then I have FPS dropping drastically. I use 'TechPowerUp GPU-Z' to check the status of GPU. Its for PC, not sure of a Mac equivalent.

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      • bonemap
        bonemap Izzy Guru last edited by

        @DusX,

        Thanks Ryan,
        These overhead issues are going to require quite a bit of understanding. I am pretty sure that I don't have the coding ability to resolve them. Might have to look at asking for help from my programmer friends.
        I get what you are talking about - I am just not there in terms of being able to go straight to a solution.
        Cheers
        bonemap

        http://bonemap.com | Australia
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        • mark
          mark last edited by

          @bonemap,

          Well, the simple answer is this: if a shader drops your FPS, then it's a 'heavy' program. There may not be a way for non-coders to solve this, as the loops are part of what makes the image look the way it looks.
          The simplest rule of thumb to say if you see a "for" or an "if" or an "else" then you can rest assured that this shader is suspect in terms of its performance impact.
          If you want to dig further, look for statements like this: "for (x=0; x<**256**; x++)" The number in bold is the top limit of the loop. This example shows that the loop will repeat 256 times. My guess than anything greater than 8 or 16 at the most is going to cause trouble. (Remember, that those 256 iterations are going to be performed on every pixel of the image. If the image is 1920x1080, that's 530 million calculations!)
          Best Wishes,
          Mark

          Media Artist & Creator of Isadora
          Macintosh SE-30, 32 Mb RAM, MacOS 7.6, Dual Floppy Drives

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          • bonemap
            bonemap Izzy Guru last edited by

            @Mark,

            Thank you for your time to provide additional advice about the use of the GLSL Shader and confirm the warning signs to look out for. Each investigation can only lead to a better understanding. 
            Regards
            bonemap

            http://bonemap.com | Australia
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            • mark
              mark last edited by

              Dear @DusX and All,

              I have added another "addendum" to the GLSL Shader Tutorial called "Performance Issues." This is based on the performance problems @bonemap identified in this thread. Hopefully that will allow users to understand why some shaders are giving them low frame rates/poor performance.
              Best Wishes,
              Mark

              Media Artist & Creator of Isadora
              Macintosh SE-30, 32 Mb RAM, MacOS 7.6, Dual Floppy Drives

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              • jhoepffner
                jhoepffner last edited by

                Thank you Mark,

                I am exploring the "generative geometry" possibilities of GLSL, huge expectations to replace Arduino.
                I have some problems and I will to submit them.
                Jacques

                Jacques Hoepffner http://hoepffner.info
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                • mark
                  mark last edited by

                  Dear @jhoepffner,

                  What does "generative geometry" mean? Is there an example you can show?
                  Best,
                  Mark

                  Media Artist & Creator of Isadora
                  Macintosh SE-30, 32 Mb RAM, MacOS 7.6, Dual Floppy Drives

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                  • jhoepffner
                    jhoepffner last edited by

                    I am working on it, it means simple and complicate shapes, fractals etc. Unfortunately the glsl langage is not made for that explicitly, like in Processing (I wrote Arduino instead of Processin) Glsl is more focused on lights and materials.

                    My question could be if it is possible now to use vertex shaders as to program surfaces before to render it in fragment shaders.
                    I hope I an understandable…
                    Best, Jacques

                    Jacques Hoepffner http://hoepffner.info
                    GigaByte 550b / Ryzen 7 3800X / Ram 64 Go / RTX 3090 24 Go / SSD 2 To / raid0 32 To
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                    • bonemap
                      bonemap Izzy Guru last edited by

                      Hi,

                      I have not been able to relieve the GPU overhead in the 'Swaying Strands' GLSL Shader code posted earlier in this thread. But have slightly improved an average frame rate to between 25 - 35 fps (up from 15 - 20 fps) at the same resolution 2400 x 600. With some minor compromise to the visual integrity, adjustment of float numbers associated with the 'for' loop responsible for the GPU strain appear to have lessened the loop overhead allowing the range of live Isadora inputs to be extended somewhat. However, higher screen resolutions remain a hurdle for complex looping shaders.

                      I have also noticed that the complex GLSL Shader may not play through smoothly even at higher fps. For example, I still get a slightly stuttering play back at 60fps at the 2400 x 600 resolution. This suggests the 'all at once' throughput of the GPU process is not buffered and takes it as it comes - more complex calculation of pixels slow the visuals as the code is passed.

                      Attached here is the revised GSLS shader code with comments indicating the float modification associated with the 'for' loop instance.

                      This does not change the conditions of what to look out for as indicated by Mark and DusX in this thread.

                      The original code is from Ingo Quilez (https://www.shadertoy.com/view/XsjXR1) and nimitz (https://www.shadertoy.com/view/4sfXDs)

                      2917ef-bonemap_shadertest_4.izz

                      http://bonemap.com | Australia
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                      • bonemap
                        bonemap Izzy Guru last edited by

                        Hi,

                        here is a screen capture of the GLSLshader with Isadora inputs animating the code across three stages with a total resolution 2400 x 600.

                        e80603-bonemap_test_glslshader.jpg

                        http://bonemap.com | Australia
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                        • Michel
                          Michel Izzy Guru last edited by

                          @bonemap

                          Looks great.
                          Best Michel

                          Michel Weber | www.filmprojekt.ch | rMBP (2019) i9, 16gig, AMD 5500M 8 GB, OS X 10.15 | located in Winterthur Switzerland.

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