Phase 0: Repository-Initialisierung nach Bauplan v1.2

- Struktur gemäß §8 (Eigentumsgrenzen), PLAN.md als normative Basis
- Pflichtdokumente: STATUS.md, ERRORS.md, TEST_REPORT.md, CHANGELOG.md, ADRs
- ADR-0001 Python 3.13-Pin, ADR-0002 GStreamer 1.28.6-Pin (Windows),
  ADR-0003 IPC TCP+MessagePack v1
- Kernpakete: hms_protocol, hms_domain, hms_parameter, hms_artnet,
  hms_adaptive, hms_capabilities, hms_plugin_sdk
- Renderer-Spike: D3D11-Primärpfad + Dev-GL-Pfad (§36 Nr. 4-5)
- Control Core: FastAPI REST + WebSocket (§36 Nr. 9)
- Beispielplugins: Passthrough + Gaussian Blur (3 Adaptive-Quality-
  Varianten, HLSL/GLSL/GLES)
- Tools: Art-Net-Emulator, Fixture-Generator (Master32/Layer64-CSV),
  Capability-Probe
- JSON-Schemas: IPC, Plugin, Projekt, Cluster
- 121 Unit-/Integrationstests grün, Ruff grün

Gate 0 bleibt offen: Hardwaremessungen nur auf echter Windows-Referenz-
hardware gültig (§29.7, §33).
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HMS MediaEngine Agent
2026-09-11 00:36:59 +02:00
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# Example Passthrough (SDK-Referenz)
Erstes Beispielplugin gemäß PLAN.md §14 und §36 Nr. 6: HLSL-Passthrough mit einem live änderbaren Parameter `mix` sowie semantisch gleiche GLSL- und GLES-Testvarianten.
- `shaders/d3d11/passthrough.hlsl` Windows-Primärpfad (D3D11, PS_5_0)
- `shaders/gl/passthrough.frag` Linux x64 (GLSL 330)
- `shaders/gles/passthrough.frag` Raspberry Pi / GLES (100)
Alle Varianten verwenden dieselben semantischen Standard-Inputs (§14.4).
Das Plugin validiert fehlerfrei gegen `hms_plugin_sdk` (Validator-Test in `tests/unit/test_plugin_manifest.py`).
Shader-Kompilierung und Bildgleichheit werden auf Zielsystemen geprüft
(Gate-0-Hardwaremessung, §29.3); dieser Container besitzt keine GPU.
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{
"schema_version": 1,
"id": "com.hms.fx.example_passthrough",
"name": "Example Passthrough",
"version": "1.0.0",
"api_version": 1,
"kind": "filter",
"vendor": "HMS",
"entrypoints": {
"d3d11": {
"type": "hlsl_singlepass",
"passes": [
{"pixel_shader": "shaders/d3d11/passthrough.hlsl"}
]
},
"gl": {
"type": "glsl_singlepass",
"passes": [
{"fragment": "shaders/gl/passthrough.frag"}
]
},
"gles": {
"type": "glsl_es_singlepass",
"passes": [
{"fragment": "shaders/gles/passthrough.frag"}
]
}
},
"capabilities": {
"minimum_tier": "PI_LITE",
"requires_input_texture": true,
"supported_backends": ["d3d11", "gl", "gles"]
},
"adaptive_quality": {
"default": "auto",
"variants": [
{"id": "low", "internal_scale": 1.0, "samples": 1},
{"id": "medium", "internal_scale": 1.0, "samples": 1},
{"id": "high", "internal_scale": 1.0, "samples": 1}
],
"transition_ms": 180,
"semantic_parameters_unchanged": ["mix"]
},
"parameters": [
{
"id": "mix",
"label": "Mix",
"type": "float",
"minimum": 0.0,
"maximum": 1.0,
"default": 0.0,
"dmx_slots": [1],
"curve": "linear"
}
],
"failure_mode": "bypass"
}
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// HMS MediaEngine Beispielplugin: Passthrough mit Live-Parameter "mix"
// PLAN.md §14.4 (Standard-Shaderinputs), §36 Nr. 6
// D3D11-Pixelshader (PS_5_0); Bindung übernimmt der Backend-Adapter (ADR-0004 offen).
// Projekte referenzieren niemals konkrete Backend-Variablennamen (§12.6).
Texture2D u_input_texture : register(t0);
SamplerState u_sampler : register(s0);
cbuffer hms_params : register(b0)
{
float4 u_resolution; // xy = Auflösung in Pixeln
float u_time_seconds;
float u_delta_seconds;
float u_frame_index;
float u_layer_opacity;
float u_audio_rms;
float u_audio_peak;
float u_audio_bass;
float u_audio_mid;
float u_audio_treble;
float u_audio_beat;
float param_mix; // Plugin-Parameter, live änderbar (0..1)
float _pad0; // 16-Byte-Alignment des cbuffer
};
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
{
float4 src = u_input_texture.Sample(u_sampler, uv);
// Live-Parameter: mix blendet zwischen Original und zeitmodulierter Helligkeit
float pulse = 0.5 + 0.5 * sin(u_time_seconds * 2.0);
float m = saturate(param_mix);
float3 rgb = src.rgb * lerp(1.0, pulse, m);
float a = src.a * u_layer_opacity;
return float4(rgb * u_layer_opacity, a);
}
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#version 330 core
// HMS MediaEngine Beispielplugin: Passthrough mit Live-Parameter "mix"
// GLSL-Testvariante, semantisch identisch zur HLSL-Implementierung (§36 Nr. 6).
// Standard-Inputs gemäß PLAN.md §14.4; Bindung über den GL-Backend-Adapter.
uniform sampler2D u_input_texture;
uniform vec2 u_resolution;
uniform float u_time_seconds;
uniform float u_delta_seconds;
uniform float u_frame_index;
uniform float u_layer_opacity;
uniform float u_audio_rms;
uniform float u_audio_peak;
uniform float u_audio_bass;
uniform float u_audio_mid;
uniform float u_audio_treble;
uniform float u_audio_beat;
uniform float param_mix;
in vec2 v_uv;
out vec4 fragColor;
void main()
{
vec4 src = texture(u_input_texture, v_uv);
float pulse = 0.5 + 0.5 * sin(u_time_seconds * 2.0);
float m = clamp(param_mix, 0.0, 1.0);
vec3 rgb = src.rgb * mix(1.0, pulse, m);
float a = src.a * u_layer_opacity;
fragColor = vec4(rgb * u_layer_opacity, a);
}
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#version 100
// HMS MediaEngine Beispielplugin: Passthrough (OpenGL ES, Raspberry Pi Pfad)
// Semantisch identisch zu HLSL/GLSL-Varianten (§36 Nr. 6, §12.6).
precision mediump float;
uniform sampler2D u_input_texture;
uniform vec2 u_resolution;
uniform float u_time_seconds;
uniform float u_delta_seconds;
uniform float u_frame_index;
uniform float u_layer_opacity;
uniform float u_audio_rms;
uniform float u_audio_peak;
uniform float u_audio_bass;
uniform float u_audio_mid;
uniform float u_audio_treble;
uniform float u_audio_beat;
uniform float param_mix;
varying vec2 v_uv;
void main()
{
vec4 src = texture2D(u_input_texture, v_uv);
float pulse = 0.5 + 0.5 * sin(u_time_seconds * 2.0);
float m = clamp(param_mix, 0.0, 1.0);
vec3 rgb = src.rgb * mix(1.0, pulse, m);
float a = src.a * u_layer_opacity;
gl_FragColor = vec4(rgb * u_layer_opacity, a);
}
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# Gaussian Blur (SDK-Beispiel, PLAN.md §14.3 / §15.2 / §36 Nr. 10)
Separierbarer Gauß-Blur mit zwei Pässen (horizontal + vertikal) je Backend.
Adaptive Quality: drei deklarierte Varianten (low/medium/high), die sich nur
in `internal_scale` und `samples` unterscheiden; `radius` bleibt semantisch
unverändert (§5.2). Radius 0 bypassed kostenfrei (§15.3).
| Variante | internal_scale | samples |
| --- | --- | --- |
| low | 0.25 | 5 |
| medium | 0.5 | 9 |
| high | 1.0 | 17 |
Alle Varianten müssen vor Aktivierung kompiliert werden (§5.2, §33);
Bild- und Performance-Abnahme erfolgt auf Zielsystemen (§15.4).
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{
"schema_version": 1,
"id": "com.hms.fx.gaussian_blur",
"name": "Gaussian Blur",
"version": "1.0.0",
"api_version": 1,
"kind": "filter",
"vendor": "HMS",
"entrypoints": {
"d3d11": {
"type": "hlsl_multipass",
"passes": [
{"pixel_shader": "shaders/d3d11/horizontal.hlsl"},
{"pixel_shader": "shaders/d3d11/vertical.hlsl"}
]
},
"gl": {
"type": "glsl_multipass",
"passes": [
{"fragment": "shaders/gl/horizontal.frag"},
{"fragment": "shaders/gl/vertical.frag"}
]
},
"gles": {
"type": "glsl_es_multipass",
"passes": [
{"fragment": "shaders/gles/horizontal.frag"},
{"fragment": "shaders/gles/vertical.frag"}
]
}
},
"capabilities": {
"minimum_tier": "DESKTOP_LITE",
"requires_input_texture": true,
"supported_backends": ["d3d11", "gl", "gles"]
},
"adaptive_quality": {
"default": "auto",
"variants": [
{"id": "low", "internal_scale": 0.25, "samples": 5},
{"id": "medium", "internal_scale": 0.5, "samples": 9},
{"id": "high", "internal_scale": 1.0, "samples": 17}
],
"transition_ms": 180,
"semantic_parameters_unchanged": ["radius"]
},
"parameters": [
{
"id": "radius",
"label": "Radius",
"type": "float",
"minimum": 0.0,
"maximum": 40.0,
"default": 0.0,
"dmx_slots": [1],
"curve": "quadratic"
},
{
"id": "quality",
"label": "Quality",
"type": "enum",
"values": ["auto", "low", "medium", "high"],
"default": "auto",
"dmx_slots": [2]
}
],
"failure_mode": "bypass"
}
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// HMS MediaEngine Gaussian Blur, horizontaler Pass (separable)
// PLAN.md §14.3-Beispiel, §36 Nr. 10: drei Adaptive-Quality-Varianten
// (low: 5 Samples, medium: 9, high: 17) werden vorab kompiliert; nur
// u_quality_samples/internal_scale ändern sich, param_radius bleibt semantisch identisch.
Texture2D u_input_texture : register(t0);
SamplerState u_sampler : register(s0);
cbuffer hms_params : register(b0)
{
float4 u_resolution; // xy = Auflösung in Pixeln
float u_time_seconds;
float u_delta_seconds;
float u_frame_index;
float u_layer_opacity;
float u_audio_rms;
float u_audio_peak;
float u_audio_bass;
float u_audio_mid;
float u_audio_treble;
float u_audio_beat;
float param_radius; // 0..40 (quadratic curve, DMX P1)
float u_quality_samples; // 5 | 9 | 17 je Variante (Backend-Bindung)
float _pad0;
float _pad1;
};
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
{
float radius = max(param_radius, 0.0);
float4 src = u_input_texture.Sample(u_sampler, uv);
if (radius < 0.01)
{
return src; // Radius 0 = kostenloser Bypass (§15.3)
}
float samples = clamp(u_quality_samples, 1.0, 17.0);
float stepSize = radius / max(samples - 1.0, 1.0);
float2 texel = float2(1.0, 0.0) / u_resolution.xy;
float4 acc = float4(0.0, 0.0, 0.0, 0.0);
float total = 0.0;
[loop]
for (float i = 0.0; i < samples; i += 1.0)
{
float t = i - (samples - 1.0) * 0.5;
float w = exp(-(t * t) / (samples * 0.5));
acc += u_input_texture.Sample(u_sampler, uv + texel * (t * stepSize)) * w;
total += w;
}
return acc / total;
}
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// HMS MediaEngine Gaussian Blur, vertikaler Pass (separable)
// Identisch zu horizontal.hlsl mit texel = (0, 1).
Texture2D u_input_texture : register(t0);
SamplerState u_sampler : register(s0);
cbuffer hms_params : register(b0)
{
float4 u_resolution;
float u_time_seconds;
float u_delta_seconds;
float u_frame_index;
float u_layer_opacity;
float u_audio_rms;
float u_audio_peak;
float u_audio_bass;
float u_audio_mid;
float u_audio_treble;
float u_audio_beat;
float param_radius;
float u_quality_samples;
float _pad0;
float _pad1;
};
float4 mainPS(float4 pos : SV_POSITION, float2 uv : TEXCOORD0) : SV_Target
{
float radius = max(param_radius, 0.0);
float4 src = u_input_texture.Sample(u_sampler, uv);
if (radius < 0.01)
{
return src;
}
float samples = clamp(u_quality_samples, 1.0, 17.0);
float stepSize = radius / max(samples - 1.0, 1.0);
float2 texel = float2(0.0, 1.0) / u_resolution.xy;
float4 acc = float4(0.0, 0.0, 0.0, 0.0);
float total = 0.0;
[loop]
for (float i = 0.0; i < samples; i += 1.0)
{
float t = i - (samples - 1.0) * 0.5;
float w = exp(-(t * t) / (samples * 0.5));
acc += u_input_texture.Sample(u_sampler, uv + texel * (t * stepSize)) * w;
total += w;
}
return acc / total;
}
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#version 330 core
// HMS MediaEngine Gaussian Blur, horizontaler Pass (GLSL, Linux x64)
// Semantik identisch zur HLSL-Variante (§12.6, §15.4).
uniform sampler2D u_input_texture;
uniform vec2 u_resolution;
uniform float u_time_seconds;
uniform float u_delta_seconds;
uniform float u_frame_index;
uniform float u_layer_opacity;
uniform float u_audio_rms;
uniform float u_audio_peak;
uniform float u_audio_bass;
uniform float u_audio_mid;
uniform float u_audio_treble;
uniform float u_audio_beat;
uniform float param_radius;
uniform float u_quality_samples;
in vec2 v_uv;
out vec4 fragColor;
void main()
{
float radius = max(param_radius, 0.0);
vec4 src = texture(u_input_texture, v_uv);
if (radius < 0.01)
{
fragColor = src;
return;
}
float samples = clamp(u_quality_samples, 1.0, 17.0);
float stepSize = radius / max(samples - 1.0, 1.0);
vec2 texel = vec2(1.0, 0.0) / u_resolution;
vec4 acc = vec4(0.0);
float total = 0.0;
for (float i = 0.0; i < samples; i += 1.0)
{
float t = i - (samples - 1.0) * 0.5;
float w = exp(-(t * t) / (samples * 0.5));
acc += texture(u_input_texture, v_uv + texel * (t * stepSize)) * w;
total += w;
}
fragColor = acc / total;
}
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#version 330 core
// HMS MediaEngine Gaussian Blur, vertikaler Pass (GLSL, Linux x64)
uniform sampler2D u_input_texture;
uniform vec2 u_resolution;
uniform float u_time_seconds;
uniform float u_delta_seconds;
uniform float u_frame_index;
uniform float u_layer_opacity;
uniform float u_audio_rms;
uniform float u_audio_peak;
uniform float u_audio_bass;
uniform float u_audio_mid;
uniform float u_audio_treble;
uniform float u_audio_beat;
uniform float param_radius;
uniform float u_quality_samples;
in vec2 v_uv;
out vec4 fragColor;
void main()
{
float radius = max(param_radius, 0.0);
vec4 src = texture(u_input_texture, v_uv);
if (radius < 0.01)
{
fragColor = src;
return;
}
float samples = clamp(u_quality_samples, 1.0, 17.0);
float stepSize = radius / max(samples - 1.0, 1.0);
vec2 texel = vec2(0.0, 1.0) / u_resolution;
vec4 acc = vec4(0.0);
float total = 0.0;
for (float i = 0.0; i < samples; i += 1.0)
{
float t = i - (samples - 1.0) * 0.5;
float w = exp(-(t * t) / (samples * 0.5));
acc += texture(u_input_texture, v_uv + texel * (t * stepSize)) * w;
total += w;
}
fragColor = acc / total;
}
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#version 100
// HMS MediaEngine Gaussian Blur, horizontaler Pass (GLES, Raspberry Pi)
// ES 2.0: Schleifen mit konstanter Höchstgrenze; Abbruch über Bedingung.
precision mediump float;
uniform sampler2D u_input_texture;
uniform vec2 u_resolution;
uniform float u_time_seconds;
uniform float u_delta_seconds;
uniform float u_frame_index;
uniform float u_layer_opacity;
uniform float u_audio_rms;
uniform float u_audio_peak;
uniform float u_audio_bass;
uniform float u_audio_mid;
uniform float u_audio_treble;
uniform float u_audio_beat;
uniform float param_radius;
uniform float u_quality_samples;
varying vec2 v_uv;
void main()
{
float radius = max(param_radius, 0.0);
vec4 src = texture2D(u_input_texture, v_uv);
if (radius < 0.01)
{
gl_FragColor = src;
return;
}
float samples = clamp(u_quality_samples, 1.0, 17.0);
float stepSize = radius / max(samples - 1.0, 1.0);
vec2 texel = vec2(1.0, 0.0) / u_resolution;
vec4 acc = vec4(0.0);
float total = 0.0;
for (int i = 0; i < 17; i++)
{
if (float(i) >= samples) { break; }
float t = float(i) - (samples - 1.0) * 0.5;
float w = exp(-(t * t) / (samples * 0.5));
acc += texture2D(u_input_texture, v_uv + texel * (t * stepSize)) * w;
total += w;
}
gl_FragColor = acc / total;
}
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#version 100
// HMS MediaEngine Gaussian Blur, vertikaler Pass (GLES, Raspberry Pi)
precision mediump float;
uniform sampler2D u_input_texture;
uniform vec2 u_resolution;
uniform float u_time_seconds;
uniform float u_delta_seconds;
uniform float u_frame_index;
uniform float u_layer_opacity;
uniform float u_audio_rms;
uniform float u_audio_peak;
uniform float u_audio_bass;
uniform float u_audio_mid;
uniform float u_audio_treble;
uniform float u_audio_beat;
uniform float param_radius;
uniform float u_quality_samples;
varying vec2 v_uv;
void main()
{
float radius = max(param_radius, 0.0);
vec4 src = texture2D(u_input_texture, v_uv);
if (radius < 0.01)
{
gl_FragColor = src;
return;
}
float samples = clamp(u_quality_samples, 1.0, 17.0);
float stepSize = radius / max(samples - 1.0, 1.0);
vec2 texel = vec2(0.0, 1.0) / u_resolution;
vec4 acc = vec4(0.0);
float total = 0.0;
for (int i = 0; i < 17; i++)
{
if (float(i) >= samples) { break; }
float t = float(i) - (samples - 1.0) * 0.5;
float w = exp(-(t * t) / (samples * 0.5));
acc += texture2D(u_input_texture, v_uv + texel * (t * stepSize)) * w;
total += w;
}
gl_FragColor = acc / total;
}