azonenberg changed the topic of #scopehal to: libscopehal, libscopeprotocols, and glscopeclient development and testing | https://github.com/glscopeclient/scopehal-apps | Logs: https://libera.irclog.whitequark.org/scopehal
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<_whitenotifier-f> [scopehal] azonenberg pushed 2 commits to master [+0/-0/±3] https://github.com/glscopeclient/scopehal/compare/25b7b75a20da...105d84aabb73
<_whitenotifier-f> [scopehal] azonenberg ecbb2df - Refactoring of waterfall decode in preparation for new ngscopeclient rendering shader
<_whitenotifier-f> [scopehal] azonenberg 105d84a - Tweaked default value for waterfall max width
<_whitenotifier-f> [scopehal-apps] azonenberg pushed 2 commits to master [+1/-0/±8] https://github.com/glscopeclient/scopehal-apps/compare/09736e09ced8...74524292159b
<_whitenotifier-f> [scopehal-apps] azonenberg a10f8c5 - Initial work on new waterfall rendering shader. Works but doesn't account for pan/zoom of viewport yet
<_whitenotifier-f> [scopehal-apps] azonenberg 7452429 - Waterfall display in ngscopeclient now works. Fixes #552.
<_whitenotifier-f> [scopehal-apps] azonenberg closed issue #552: ngscopeclient: waterfall rendering - https://github.com/glscopeclient/scopehal-apps/issues/552
<_whitenotifier-f> [scopehal-apps] azonenberg pushed 1 commit to master [+0/-0/±2] https://github.com/glscopeclient/scopehal-apps/compare/74524292159b...897254294d72
<_whitenotifier-f> [scopehal-apps] azonenberg 8972542 - More performance tuning of waterfall shader
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<d1b2> <johnsel> I see some commits refering to a new rendering shader. Still compute/2d or something more spicy?
<azonenberg> @johnsel waterfall
<azonenberg> Still optimizing and tweaking
<d1b2> <johnsel> Oh cool
<d1b2> <johnsel> I still have want to experiment with trying to generate mesh based graphs (i.e. measurement, those graphs, not filter graph) at some point
<azonenberg> you mean drawing waveforms as triangle geometry?
<azonenberg> i dont think it's possible for that to be faster, you get memory bound and the compute shader renderer on uniform waveforms only reads a single fp32 per sample
<d1b2> <johnsel> Yep, it's something I want to experiment with regardless. But yeah such in implementation would not be trivial at all
<d1b2> <johnsel> it's definitely not something you could do with the raw data
<d1b2> <johnsel> ofcourse our meshes have entirely different requirements for scaling
<azonenberg> Yeah
<d1b2> <johnsel> anyway the train of thought is to try to fully utilize the GPU
<d1b2> <johnsel> I have no concrete approach for it yet but want to play with it at some point
<d1b2> <johnsel> It's not the first on my list of things to do though
<d1b2> <johnsel> you know what would be cool
<d1b2> <johnsel> a VR headset running ngscopeclient
<d1b2> <johnsel> that would make for a good intro video when the project goes 'public'
<azonenberg> Lol
<d1b2> <johnsel> or at least it'd be an original video lol, don't think any scope vendor ever has done it
<azonenberg> Cool but i'm not sure how useful
<azonenberg> what i really *want* but have not yet got
<d1b2> <johnsel> I sold my VR headsets, or I'd do it myself
<azonenberg> is a HUD that can inject live video feed into a stereo microscope, second focal plane (i.e. it doesn't zoom with the sample)
<azonenberg> So i can see waveform as i probe stuff
<d1b2> <johnsel> hah yeah that'd be awesome
<d1b2> <johnsel> or a google glass
<azonenberg> or ideally also a first focal plane feed so i can do CAD overlays on a PCB
<d1b2> <johnsel> that'd be cool too
<azonenberg> see net names as i probe
<d1b2> <johnsel> yeah I think Cadence bought a company that made that
<azonenberg> The tech exists for surgical gear AFAIK
<d1b2> <johnsel> 3d overlay of the internal pcb structure using an iphone
<d1b2> <johnsel> Yup for sure
<azonenberg> i have not seen it for electronics
<d1b2> <johnsel> I think I've heard of it before
<d1b2> <johnsel> but I can't remember where or who did it
<azonenberg> Anywy this is what i'm working on right now. the waterfall display is significantly faster (~4x) than it was before as a result of moving the waterfall image to GPU local memory vs doing pcie accesses every pixel
<azonenberg> but i still am slow because of moving the waveform GPU->CPU then integrating the persistence map on CPU then back to GPU to run the shader
<azonenberg> so next step will be moving the integration path to GPU and cutting those big blue PCIE transfers out
<d1b2> <johnsel> feeding something into their microscope view that is, not electronics I think
<d1b2> <johnsel> nice work on the waterfall
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<_whitenotifier-f> [scopehal-docs] hansemro commented on pull request #67: Adjusted code block spacing for improved copy-paste - https://github.com/glscopeclient/scopehal-docs/pull/67#issuecomment-1722592488
<_whitenotifier-f> [scopehal-docs] hansemro commented on pull request #67: Adjusted code block spacing for improved copy-paste - https://github.com/glscopeclient/scopehal-docs/pull/67#issuecomment-1722592619