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| author | skal <pascal.massimino@gmail.com> | 2026-02-03 10:15:05 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-03 10:15:05 +0100 |
| commit | 4660ce3eec7c91a20d6d93fa3e142c1fd157e869 (patch) | |
| tree | 37ec9107c143f884c613cd0637d76a3a9e2e3cbd | |
| parent | a97b2047f87c6c35a631a47c3daf6a35a9ed4d58 (diff) | |
docs: Add sub-task for Shader Asset Testing & Validation (Task #26)
Added a new sub-task to the project roadmap for developing comprehensive tests for ShaderComposer and WGSL shader code assets. This will ensure robustness and correctness of the shader asset pipeline.
| -rw-r--r-- | PROJECT_CONTEXT.md | 1 | ||||
| -rw-r--r-- | TODO.md | 4 |
2 files changed, 5 insertions, 0 deletions
diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md index 88f8638..1d10331 100644 --- a/PROJECT_CONTEXT.md +++ b/PROJECT_CONTEXT.md @@ -41,6 +41,7 @@ Style: - [ ] **Asset Pipeline**: Update `asset_packer` and runtime loader for 3D scenes. ### Future Goals +- **Task #26: Shader Asset Testing & Validation**: Develop comprehensive tests for `ShaderComposer` and WGSL asset loading/composition. - **Task #5: Implement Spectrogram Editor** - [ ] Develop a web-based tool (`tools/editor`) for creating and editing `.spec` files visually. - **Task #21: Shader Optimization** @@ -19,6 +19,10 @@ This file tracks prioritized tasks with detailed attack plans. - [ ] **Attack Plan - Runtime Loader:** Implement a minimal C++ parser to load the scene data into the ECS/Renderer. ## Future Goals +- [ ] **Task #26: Shader Asset Testing & Validation**: + - [ ] **Attack Plan - `ShaderComposer` Unit Tests**: Add tests to `test_shader_composer.cc` to verify correct snippet registration, retrieval, and composition for various WGSL shader assets. + - [ ] **Attack Plan - Asset Content Validation**: Implement checks (e.g., in `test_assets.cc`) to ensure loaded WGSL shader assets are non-empty and contain expected entry points (`vs_main`, `fs_main`, `main` for compute shaders). + - [ ] **Attack Plan - Runtime Shader Validation**: Integrate basic validation steps into the rendering pipeline (e.g., in `gpu.cc`) to log warnings or errors if compiled shader modules are invalid, providing earlier feedback than WebGPU validation errors. - [ ] **Task #21: Shader Optimization**: Normal factorization and Tri-planar mapping. - [ ] **Task #5: Spectrogram Editor**: Web-based visual tool for extreme audio compression. - [ ] **Task #22: Windows Native Platform**: Replace GLFW with direct Win32 API calls for the final 64k push. |
