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<title>demo.git/src/shaders/compute, branch main</title>
<subtitle>Vide-coded 64k demo system</subtitle>
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<updated>2026-05-20T20:44:44Z</updated>
<entry>
<title>fix: code review cleanup — bugs, dead code, factorization (-167 lines)</title>
<updated>2026-05-20T20:44:44Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-05-20T20:44:44Z</published>
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<id>urn:sha1:5d20c892dedce7bc7486acbd72fbd35da69e413e</id>
<content type='text'>
Bugs:
- B1: fix dead tempo debug (prev_tempo captured after assignment)
- B2: fix ReloadAssetsFromFile leak for disk-loaded assets; simplify DropAsset
- B3: fix get_free_pool_slot leak (unregister synth + free data on reuse)
- B4: volatile -&gt; std::atomic with acquire/release in miniaudio_backend, synth
- B5: fix unaligned reads in scene_loader (memcpy-based read_f32/read_u32)
- B6: fix shader module + BGL + pipeline layout leaks in gpu.cc, pipeline_builder

Dead code:
- D1: remove unused particle_defs.h
- D3: remove create_post_process_pipeline_simple (zero callers)
- D4: remove empty gpu_draw()
- D5: remove write-only Hybrid3D::initialized_
- D6: remove legacy pending buffer path in audio.cc

Factorization:
- F1: Effect::run_fullscreen_pass() replaces boilerplate in 5 effects
- F2: particle_common.wgsl snippet, #include in 3 WGSL shaders
- F3: gpu_create_shader_module() helper, used in 3 call sites
- F5: get_world_aabb() shared between bvh.cc and physics.cc
- F6: samples_to_seconds() replaces 6 inline expressions
- F7: gpu_create_linear/nearest_sampler use SamplerCache; add nearest() preset

37/37 tests passing.

handoff(Claude): code review batch — all items verified, no regressions.
</content>
</entry>
<entry>
<title>refactor: move common/shaders/ to src/shaders/</title>
<updated>2026-02-28T08:08:57Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-28T08:08:57Z</published>
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<id>urn:sha1:9ee410594a52cbc699b13de2bde4860d70c959a3</id>
<content type='text'>
Relocates shared WGSL shaders under src/ where all source code lives,
eliminating the top-level common/ directory.

- Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt
- Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md

Co-Authored-By: Claude Sonnet 4.6 &lt;noreply@anthropic.com&gt;
</content>
</entry>
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