I decided that to debug shaders, I would use jit.matrix with a small
test case (such as a 3x3 or 4x4 matrix) but I am having some problems,
due to some confusion I may have on the relationships among objects
such as slab, texture, render, and videoplane in gl. I have attached
a small example. Here are my assumptions on how the objects work,
followed by expected results.
jit.gl.render and jit.gl.videoplane (these seem to be connected somehow
but it is unclear). The first renders to the GPU using a "rendering
context." The documentation for videoplane says that this is yet another
way to render but with many controls (messages, attrui). A jit.matrix defines
a matrix -- this one seems clear enough.
A slab is a buffer on the GPU where shaders may be applied. In what I attach,
I am including the known blank shader which just passes everything through (and
so performs no manipulation). What I expect is to see the same matrix at the
bottom that is fed in through the top.
The use of the latching mechanism (zl reg) was in the GameOfLife example and
prior use of it seems to work for a single delay, but I have tried creating
a 2nd or 3rd order delay by chaining them together without this working.
Comments welcome from the shader/slab folks.