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authorskal <pascal.massimino@gmail.com>2026-02-09 14:13:17 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 14:13:17 +0100
commit8d6f14793a1edc34644297e2b24248c00bbff3be (patch)
tree02d8974f2913aefaac5c49252cb8d820a94bff9b
parentac11008095589d6136732346cd6a9f2172000d66 (diff)
test: Add variable-size texture support verification
Phase 3 complete: - Verify 128x64 and 1024x512 textures work - Confirms GpuProceduralParams width/height respected docs: Add Phase 4 design (texture composition) - Multi-input compute shaders (samplers) - Composite generators (blend, mask, modulate) - Asset dependency ordering - ~830 bytes for 2 composite shaders
-rw-r--r--doc/GPU_PROCEDURAL_PHASE4.md270
-rw-r--r--src/tests/test_gpu_procedural.cc22
2 files changed, 292 insertions, 0 deletions
diff --git a/doc/GPU_PROCEDURAL_PHASE4.md b/doc/GPU_PROCEDURAL_PHASE4.md
new file mode 100644
index 0000000..53d79ec
--- /dev/null
+++ b/doc/GPU_PROCEDURAL_PHASE4.md
@@ -0,0 +1,270 @@
+# GPU Procedural Texture Generation - Phase 4: Texture Composition
+
+## Overview
+
+Enable compute shaders to read existing procedural textures as input samplers, allowing multi-stage texture generation (blend, mask, modulate).
+
+## Design
+
+### Extended API
+
+```cpp
+struct GpuProceduralInputs {
+ std::vector<std::string> input_texture_names; // Names of existing textures
+ std::vector<WGPUTextureView> input_views; // Resolved views (internal)
+};
+
+void TextureManager::create_gpu_composite_texture(
+ const std::string& name,
+ const std::string& shader_func,
+ const GpuProceduralParams& params,
+ const GpuProceduralInputs& inputs);
+```
+
+### Shader Pattern
+
+```wgsl
+// gen_blend.wgsl - Blend two textures
+@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
+@group(0) @binding(1) var<uniform> params: BlendParams;
+@group(0) @binding(2) var input_a: texture_2d<f32>;
+@group(0) @binding(3) var input_b: texture_2d<f32>;
+@group(0) @binding(4) var tex_sampler: sampler;
+
+struct BlendParams {
+ width: u32,
+ height: u32,
+ blend_factor: f32, // 0.0 = all A, 1.0 = all B
+ _pad0: f32,
+}
+
+@compute @workgroup_size(8, 8, 1)
+fn main(@builtin(global_invocation_id) id: vec3<u32>) {
+ if (id.x >= params.width || id.y >= params.height) { return; }
+
+ let uv = vec2<f32>(f32(id.x) / f32(params.width),
+ f32(id.y) / f32(params.height));
+
+ let color_a = textureSampleLevel(input_a, tex_sampler, uv, 0.0);
+ let color_b = textureSampleLevel(input_b, tex_sampler, uv, 0.0);
+ let blended = mix(color_a, color_b, params.blend_factor);
+
+ textureStore(output_tex, id.xy, blended);
+}
+```
+
+### Bind Group Layout Changes
+
+**Current (single-input generators):**
+- Binding 0: Storage texture (write)
+- Binding 1: Uniform buffer
+
+**New (multi-input generators):**
+- Binding 0: Storage texture (write)
+- Binding 1: Uniform buffer
+- Binding 2+: Input textures (read, texture_2d<f32>)
+- Binding N: Sampler (shared across all inputs)
+
+### Implementation
+
+#### 1. Extend ComputePipelineInfo
+
+```cpp
+struct ComputePipelineInfo {
+ WGPUComputePipeline pipeline;
+ const char* shader_code;
+ size_t uniform_size;
+ int num_input_textures; // NEW: 0 for gen_noise/perlin/grid, 2+ for composite
+};
+```
+
+#### 2. Update get_or_create_compute_pipeline
+
+```cpp
+WGPUComputePipeline get_or_create_compute_pipeline(
+ const std::string& func_name,
+ const char* shader_code,
+ size_t uniform_size,
+ int num_input_textures = 0); // Default 0 (backward compatible)
+```
+
+Dynamically create bind group layout based on `num_input_textures`:
+```cpp
+// Binding 0: output texture
+// Binding 1: uniform buffer
+// Binding 2 to (2 + num_input_textures - 1): input textures
+// Binding (2 + num_input_textures): sampler
+```
+
+#### 3. New dispatch_composite
+
+```cpp
+void dispatch_composite(const std::string& func_name,
+ WGPUTexture target,
+ const GpuProceduralParams& params,
+ const void* uniform_data,
+ size_t uniform_size,
+ const std::vector<WGPUTextureView>& input_views);
+```
+
+Create bind group with:
+- Output storage texture (binding 0)
+- Uniform buffer (binding 1)
+- Input texture views (binding 2+)
+- Linear sampler (binding N)
+
+#### 4. Convenience Wrapper
+
+```cpp
+void create_gpu_composite_texture(const std::string& name,
+ const std::string& shader_func,
+ const GpuProceduralParams& params,
+ const std::vector<std::string>& input_names);
+```
+
+Resolve `input_names` → `WGPUTextureView[]` via `get_texture_view()`.
+
+### Example Shaders
+
+**gen_blend.wgsl** (~150 bytes)
+- Blend two textures with lerp factor
+
+**gen_mask.wgsl** (~180 bytes)
+- Multiply texture A by texture B (use grid as mask)
+
+**gen_modulate.wgsl** (~200 bytes)
+- Multiply texture color by noise intensity
+
+**gen_fbm_noise.wgsl** (~250 bytes)
+- FBM using multiple octaves of pre-generated noise textures
+
+### Usage Example
+
+```cpp
+// Generate base textures
+GpuProceduralParams noise_params = {256, 256, {123.0f, 4.0f}, 2};
+tex_mgr.create_gpu_noise_texture("noise_a", noise_params);
+
+GpuProceduralParams grid_params = {256, 256, {32.0f, 2.0f}, 2};
+tex_mgr.create_gpu_grid_texture("grid", grid_params);
+
+// Composite: Apply grid as mask to noise
+float blend_vals[1] = {0.5f};
+GpuProceduralParams composite = {256, 256, blend_vals, 1};
+std::vector<std::string> inputs = {"noise_a", "grid"};
+tex_mgr.create_gpu_composite_texture("masked_noise", "gen_mask", composite, inputs);
+```
+
+### Asset Packer Syntax
+
+```
+# Phase 1-3: Single-input generators
+NOISE_GPU, PROC_GPU(gen_noise, 1234, 16), _, "GPU noise"
+
+# Phase 4: Multi-input composites
+MASKED_NOISE, PROC_GPU(gen_mask, NOISE_GPU, GRID_GPU), _, "Masked noise"
+```
+
+**Syntax:** `PROC_GPU(shader_func, input_asset_1, input_asset_2, ...)`
+- First arg: Shader function name
+- Remaining args: Asset IDs of input textures (or scalar params if no uppercase)
+
+**asset_packer changes:**
+1. Parse input asset dependencies
+2. Set `depends_on` field in AssetRecord
+3. Generate init-time ordering (topological sort)
+4. Pass input texture names to create_gpu_composite_texture
+
+### Size Impact
+
+**Code additions:**
+- Extended dispatch_composite: ~250 bytes
+- Dynamic bind group layout: ~150 bytes
+- create_gpu_composite_texture: ~100 bytes
+- gen_blend.wgsl shader: ~150 bytes
+- gen_mask.wgsl shader: ~180 bytes
+
+**Total Phase 4:** ~830 bytes for 2 composite shaders
+
+**Benefits:**
+- Eliminate CPU-side texture compositing
+- Zero memory for intermediate buffers
+- Enables complex multi-stage effects (FBM, domain warping)
+
+### Testing
+
+**Unit test:**
+```cpp
+// Create base textures
+tex_mgr.create_gpu_noise_texture("noise_a", {256, 256, {1.0f, 4.0f}, 2});
+tex_mgr.create_gpu_grid_texture("grid", {256, 256, {32.0f, 2.0f}, 2});
+
+// Composite
+std::vector<std::string> inputs = {"noise_a", "grid"};
+tex_mgr.create_gpu_composite_texture("masked", "gen_mask", {256, 256, {}, 0}, inputs);
+
+// Verify
+WGPUTextureView view = tex_mgr.get_texture_view("masked");
+assert(view != nullptr);
+```
+
+**Integration test:**
+- Visual comparison of CPU vs GPU compositing
+- Verify dependency ordering (inputs generated before composite)
+
+## Future Extensions
+
+**Domain Warping:**
+```wgsl
+// Use noise texture to distort UVs of another texture
+let offset = textureSampleLevel(noise, sampler, uv, 0.0).rg * 0.1;
+let warped_uv = uv + offset;
+let color = textureSampleLevel(base, sampler, warped_uv, 0.0);
+```
+
+**Multi-octave FBM:**
+```cpp
+// Generate octaves at different frequencies
+tex_mgr.create_gpu_noise_texture("octave_0", {256, 256, {0.0f, 2.0f}, 2});
+tex_mgr.create_gpu_noise_texture("octave_1", {256, 256, {0.0f, 4.0f}, 2});
+tex_mgr.create_gpu_noise_texture("octave_2", {256, 256, {0.0f, 8.0f}, 2});
+
+// Composite with amplitude decay
+std::vector<std::string> octaves = {"octave_0", "octave_1", "octave_2"};
+tex_mgr.create_gpu_composite_texture("fbm", "gen_fbm", {256, 256, {}, 0}, octaves);
+```
+
+**Mipmap Generation:**
+- Use compute shaders to generate mipmaps
+- Downsample with box/gaussian filter
+
+## Architecture Notes
+
+**Backward Compatibility:**
+- Phase 1-3 generators unchanged (num_input_textures = 0)
+- Existing API remains valid
+- Optional feature (can defer to Phase 5+)
+
+**Dependency Ordering:**
+- Asset packer performs topological sort
+- GPU init generates textures in dependency order
+- Circular dependencies rejected at compile-time
+
+**Sampler Reuse:**
+- Single linear sampler shared across all composite shaders
+- Created once in TextureManager::init()
+- Saves ~50 bytes per shader
+
+## Critical Files
+
+**New:**
+- `assets/final/shaders/compute/gen_blend.wgsl`
+- `assets/final/shaders/compute/gen_mask.wgsl`
+- `src/tests/test_gpu_composite.cc`
+
+**Modified:**
+- `src/gpu/texture_manager.h` - Add composite API (~40 lines)
+- `src/gpu/texture_manager.cc` - Implement dispatch_composite (~200 lines)
+- `tools/asset_packer.cc` - Parse composite syntax (~80 lines)
+
+**Total:** ~320 lines code + 2 shaders (~330 bytes)
diff --git a/src/tests/test_gpu_procedural.cc b/src/tests/test_gpu_procedural.cc
index e84996d..f1bade0 100644
--- a/src/tests/test_gpu_procedural.cc
+++ b/src/tests/test_gpu_procedural.cc
@@ -87,6 +87,28 @@ int main() {
// Test multiple pipelines coexist
printf("SUCCESS: All three GPU generators work (unified pipeline system)\n");
+ // Test variable-size textures
+ float noise_small[2] = {999.0f, 8.0f};
+ GpuProceduralParams small = {128, 64, noise_small, 2};
+ tex_mgr.create_gpu_noise_texture("noise_128x64", small);
+ if (!tex_mgr.get_texture_view("noise_128x64")) {
+ fprintf(stderr, "Error: Variable-size texture (128x64) not created\n");
+ tex_mgr.shutdown();
+ gpu_shutdown();
+ return 1;
+ }
+
+ float noise_large[2] = {777.0f, 2.0f};
+ GpuProceduralParams large = {1024, 512, noise_large, 2};
+ tex_mgr.create_gpu_noise_texture("noise_1024x512", large);
+ if (!tex_mgr.get_texture_view("noise_1024x512")) {
+ fprintf(stderr, "Error: Variable-size texture (1024x512) not created\n");
+ tex_mgr.shutdown();
+ gpu_shutdown();
+ return 1;
+ }
+ printf("SUCCESS: Variable-size textures work (128x64, 1024x512)\n");
+
// Cleanup
tex_mgr.shutdown();
gpu_shutdown();