Files
fn_registry/cpp/functions/gfx/dag_compile.md
T
egutierrez 5d83c11169 feat(shaders_lab): DAG pipeline mode with node catalog
- cpp/functions/gfx/dag_types: DagStep, DagNodeDef, DagControl (header-only)
- cpp/functions/gfx/dag_catalog: 10 hardcoded nodes (4 gen, 3 op, 3 blend) ported from shader-dag-blends.jsx
- cpp/functions/gfx/dag_compile: pipeline → GLSL 330 core with fan-in via source_id
- cpp/functions/gfx/dag_uniforms: upload u_params[16] via glUniform4fv
- cpp/functions/gfx/dag_panel: ImGui pipeline editor (add/remove/reorder/controls)
- main.cpp: Code/DAG mode toggle, per-mode compile path and uniforms
- gl_loader: +glUniform4fv
- rebuild Windows .exe

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-24 21:15:21 +02:00

1.9 KiB

name, kind, lang, domain, version, purity, signature, description, tags, uses_functions, uses_types, returns, returns_optional, error_type, imports, tested, tests, test_file_path, file_path, params, output
name kind lang domain version purity signature description tags uses_functions uses_types returns returns_optional error_type imports tested tests test_file_path file_path params output
dag_compile function cpp gfx 1.0.0 pure std::string compile_dag_to_glsl(const std::vector<DagStep>& pipeline) Compila un pipeline DAG a GLSL 330 core listo para pasarle a gl_shader::compile_fragment. Emite uniform vec4 u_params[16], una funcion node_<i> por paso y void main() que encadena los outputs. Blends usan source_id para fan-in estable ante reorders.
dag
shader
glsl
compiler
gfx
pipeline
dag_catalog_cpp_gfx
dag_types_cpp_gfx
false
dag_compile
dag_catalog
dag_types
string
vector
sstream
algorithm
false
cpp/functions/gfx/dag_compile.cpp
name desc
pipeline Vector de DagStep. Cada paso tiene un nombre de nodo del catalogo, params array<float,4> y source_id para blends.
String GLSL que se pega tras el preamble de gl_shader (que ya declara #version 330 core, fragColor, u_time, u_resolution, u_mouse). Incluye uniform vec4 u_params[16], funciones node_<i> y void main().

Estructura del GLSL emitido

uniform vec4 u_params[16];

vec4 node_0(vec4 c, vec2 uv) { ... }
vec4 node_1(vec4 a, vec4 b, vec2 uv) { ... }  // blend

void main() {
    vec2 uv = gl_FragCoord.xy / u_resolution;
    vec4 c = vec4(0.04, 0.04, 0.06, 1.0);
    vec4 out_0 = node_0(vec4(0.0, 0.0, 0.0, 1.0), uv);
    vec4 out_1 = node_1(out_0, out_0, uv);
    fragColor = out_1;
}

Notas

  • El preamble de gl_shader::compile_fragment ya declara los 3 uniforms basicos. compile_dag_to_glsl NO los redeclara.
  • Si el pipeline esta vacio, emite void main() que pinta gris oscuro (0.04, 0.04, 0.06).
  • MAX_NODES = 16. Pipelines mas largos se truncan silenciosamente.
  • source_id fallback: si el id no se encuentra o apunta a un indice >= idx, usa max(0, idx-2).