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<title>demo.git/src, branch main</title>
<subtitle>Vide-coded 64k demo system</subtitle>
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<updated>2026-05-21T06:10:47Z</updated>
<entry>
<title>style: apply clang-format</title>
<updated>2026-05-21T06:10:47Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-05-21T06:10:47Z</published>
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<entry>
<title>fix: correct WGPUTexelCopyBufferInfo initialization order</title>
<updated>2026-05-21T06:03:58Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-05-21T06:03:58Z</published>
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</content>
</entry>
<entry>
<title>fix: audio &amp; effects cleanup — dead code removal, simplifications</title>
<updated>2026-05-21T06:00:45Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-05-20T21:12:08Z</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>fix: audio &amp; effects cleanup — dead code removal, simplifications</title>
<updated>2026-05-20T21:21:59Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-05-20T21:12:08Z</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>fix: code review cleanup — bugs, dead code, factorization, simplification</title>
<updated>2026-05-20T21:21:59Z</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:a91f89c8ea15665853176c05597760d0fcf6e0df</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

Simplification:
- S9+S1: WgslSamplerType param; Scene2Effect collapsed to thin wrapper
- S4: FFT heap allocs -&gt; stack arrays (zero allocs on hot path)
- S5: ObjectType::CUBE documented as legacy alias for BOX; default changed
- S6: bind group dirty-flag in Renderer3D; remove duplicate pipeline set
- S7: create_gpu_procedural() helper in texture_manager (~80 lines removed)

37/37 tests passing.

handoff(Claude): code review batch — all items verified, no regressions.
</content>
</entry>
<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>ans: order-0 rANS coder + WGSL asset compression</title>
<updated>2026-05-14T17:11:28Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-05-14T17:09:39Z</published>
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<id>urn:sha1:6ef8f578817ee0134fd5867ca3b80590e3eb2368</id>
<content type='text'>
Adds src/util/ans.{h,cc}, a per-chunk-adaptive order-0 rANS entropy
coder. Decoder is always built; encoder is gated on ANS_ENABLE_ENCODER
(tools only). Both sides take an optional 256-entry initial_counts
table to seed the adaptive model.

The per-chunk initial state is (1 &lt;&lt; kBits). Higher initial states
(e.g. with a signature packed into the upper bits) force a renorm-emit
at iter 0 that the decoder never consumes, corrupting multi-chunk
streams once stats become skewed.

Asset pipeline:
- AssetRecord gains 'compression' and 'uncompressed_size' fields.
- asset_packer scans every WGSL file to build a corpus-wide byte
  histogram, then ANS-encodes each shader using that histogram as the
  seed. Histogram and accessor are emitted alongside the asset table.
  Round-trip verification runs at pack time for every compressed
  asset; failures fall back to uncompressed storage.
- asset_manager decompresses on first GetAsset(), caches the
  heap-allocated buffer, and DropAsset / ReloadAssetsFromFile free it
  along with the procedural cache.
- Disk-load (dev) builds are unchanged: WGSL paths stay as filenames.

Tests:
- src/tests/util/test_ans.cc: roundtrip variants (empty, single byte,
  single-symbol run, all-zeros, random uniform/skewed, repeated ASCII),
  seeded-vs-uniform compression, rejection of mismatched counts /
  corruption / truncation, PeekUncompressedSize.
- 37/37 dev, 36/36 STRIP_ALL.

Compression observed: WGSL shaders shrink to ~0.62-0.71x in the main
workspace (81 of 105 assets qualify).

Docs:
- doc/ANS.md (new): algorithm, bitstream, API, asset pipeline
  integration, compression numbers, limitations, tests.
- doc/ASSET_SYSTEM.md: new Compression section + updated technical
  guarantees for compressed assets.
- doc/COMPLETED.md: May 2026 entry.
- PROJECT_CONTEXT.md: Build status line mentions WGSL ANS compression.
- CLAUDE.md, GEMINI.md: tier-3 build doc list includes ANS.md.
</content>
</entry>
<entry>
<title>docs: consolidate and sync docs with current codebase state</title>
<updated>2026-03-29T08:15:38Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-03-29T08:15:38Z</published>
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<id>urn:sha1:e22256e374694fd92cc55ba198d3f7b1911713fe</id>
<content type='text'>
- PROJECT_CONTEXT.md: fix effect count (12→18), shader count (27→37),
  update CNN v3 pipeline description, tighten Next Up section
- TODO.md: fix priority numbering, restore GPU PCM synthesis as pending,
  streamline CNN v3 section, consolidate Future items
- doc/SEQUENCE.md: effect count 12→18
- cnn_v3/README.md: phases 1–7→1–9, test count 36→38, add phases 8–9
- cnn_v3/docs/HOWTO.md: fix dataset layout blender/photos→full/simple,
  update test counts 36→38 throughout
- doc/COMPLETED.md: archive FFT/timing/OLA fixes, remove false GPU PCM claim
- src/audio/audio_engine.cc: fix step comment numbering (6→5)
- src/audio/synth.cc: remove stale fractional_pos tempo-scaling comment

handoff(Gemini): docs now accurate — 18 effects, 37 shaders, 38/38 tests,
GPU PCM synthesis back in TODO as pending, CNN v3 dataset layout corrected.
</content>
</entry>
<entry>
<title>fix(3d): restore correct orientation in test_3d_render (direct-to-surface)</title>
<updated>2026-03-29T00:50:47Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-03-29T00:50:47Z</published>
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<id>urn:sha1:a178de4e8680051925af9454b140343bf7eae214</id>
<content type='text'>
Add Renderer3D::set_direct_render(bool) flag (must be set before init()).
When true, uses standard CCW winding and un-negates perspective Y, restoring
the pre-ba7ea27 orientation for direct-to-surface rendering where the
post-process Y-flip is absent.

handoff(Gemini): set_direct_render() is the escape hatch for any future
renderer usage that bypasses the post-process chain.
</content>
</entry>
<entry>
<title>feat(procedural): add plasma, voronoi, normalmap generators</title>
<updated>2026-03-29T00:42:28Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-03-29T00:42:28Z</published>
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<id>urn:sha1:70b77307a9a9ee4fdff23f783e041fe49e60e100</id>
<content type='text'>
Add three new procedural texture generators:
- gen_plasma: classic sine-sum color texture (RGB output)
- gen_voronoi: Worley cellular noise (F1/F2/F2-F1 modes)
- gen_normalmap: post-process grayscale→RGB normal map

Remove gen_noise_256 (was an alias for gen_noise). Register new
generators in asset_manager and asset_packer. Add unit tests for
all three, and use them in test_3d_render (plasma sky, voronoi noise,
fBm normal map).

handoff(Gemini): plasma/voronoi/normalmap procedural generators added;
gen_noise_256 removed; tests + 3d_render usage wired up.
</content>
</entry>
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