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).
This commit is contained in:
HMS MediaEngine Agent
2026-09-11 00:36:59 +02:00
commit 0922cc1d68
133 changed files with 7939 additions and 0 deletions
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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;
}
@@ -0,0 +1,50 @@
// 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;
}
@@ -0,0 +1,47 @@
#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;
}
@@ -0,0 +1,47 @@
#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;
}