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authorskal <pascal.massimino@gmail.com>2026-02-09 09:49:51 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 09:49:51 +0100
commitdf39c7e3efa70376fac579b178c803eb319d517f (patch)
tree35ef2f2b1b0faa210186cd54c3796d4753aa8710 /HANDOFF_2026-02-09_UniformAlignment.md
parent538767bcf85c0d269b090434383f7499167af566 (diff)
fix: Resolve WebGPU uniform buffer alignment issues (Task #74)
Fixed critical validation errors caused by WGSL vec3<f32> alignment mismatches. Root cause: - WGSL vec3<f32> has 16-byte alignment (not 12 bytes) - Using vec3 for padding created unpredictable struct layouts - C++ struct size != WGSL struct size → validation errors Solution: - Changed circle_mask_compute.wgsl EffectParams padding - Replaced _pad: vec3<f32> with three separate f32 fields - Now both C++ and WGSL calculate 16 bytes consistently Results: - demo64k: 0 WebGPU validation errors - Test suite: 32/33 passing (97%) - All shader compilation tests passing Files modified: - assets/final/shaders/circle_mask_compute.wgsl - TODO.md (updated task status) - PROJECT_CONTEXT.md (updated test results) - HANDOFF_2026-02-09_UniformAlignment.md (technical writeup) Note: DemoEffectsTest failure is unrelated (wgpu_native library bug) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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+# Handoff Document: Uniform Buffer Alignment Fix
+**Date**: February 9, 2026
+**Task**: #74 - Fix WebGPU uniform buffer alignment issues
+**Status**: ✅ COMPLETED
+**Agent**: Claude Sonnet 4.5
+
+---
+
+## Summary
+Fixed critical WebGPU validation errors caused by WGSL struct alignment mismatches. The root issue was using `vec3<f32>` for padding, which has 16-byte alignment in WGSL but only 12 bytes in C++.
+
+## Problem Statement
+```
+WebGPU Error: Buffer structure size 24 > min_binding_size 16
+```
+Multiple shaders failing validation due to C++/WGSL struct size mismatches.
+
+## Root Cause Analysis
+
+### WGSL Alignment Rules
+In WGSL std140 layout:
+- `vec3<f32>` has **16-byte alignment** (not 12!)
+- This creates unexpected padding before `vec3` fields
+
+### The Bug
+```wgsl
+struct EffectParams {
+ radius: f32, // offset 0
+ _pad: vec3<f32>, // offset 16 (NOT 4!) due to alignment
+};
+// Total: 16 + 12 = 28 → padded to 32 bytes
+```
+
+```cpp
+struct EffectParams {
+ float radius; // offset 0
+ float _pad[3]; // offset 4
+};
+// Total: 16 bytes
+```
+
+**Result**: C++ sends 16 bytes, WGSL expects 32 bytes → validation error
+
+## Solution Applied
+
+### Changed Shader
+**File**: `assets/final/shaders/circle_mask_compute.wgsl`
+
+**Before** (broken):
+```wgsl
+struct EffectParams {
+ radius: f32,
+ _pad: vec3<f32>,
+};
+```
+
+**After** (fixed):
+```wgsl
+struct EffectParams {
+ radius: f32,
+ _pad0: f32,
+ _pad1: f32,
+ _pad2: f32,
+};
+```
+
+Now both C++ and WGSL calculate 16 bytes total.
+
+## Verification Results
+
+### Demo64k
+```bash
+$ timeout 5 ./build/demo64k 2>errors.log
+$ wc -l errors.log
+0 errors.log
+```
+✅ **Zero WebGPU validation errors**
+
+### Test Suite
+```bash
+$ cd build && ctest
+32/33 tests passed, 1 tests failed out of 33
+```
+✅ **97% pass rate (32/33)**
+
+**Failing test**: DemoEffectsTest
+**Cause**: wgpu_native library bug (memory allocation during shader cloning)
+**Impact**: Not related to our fixes - occurs in external library
+
+## Key Lessons
+
+### ❌ Never Do This
+```wgsl
+struct MyUniforms {
+ some_field: f32,
+ _pad: vec3<f32>, // BAD - causes alignment issues
+};
+```
+
+### ✅ Always Do This
+```wgsl
+struct MyUniforms {
+ some_field: f32,
+ _pad0: f32,
+ _pad1: f32,
+ _pad2: f32, // GOOD - predictable layout
+};
+```
+
+## Files Modified
+- `assets/final/shaders/circle_mask_compute.wgsl` - Fixed EffectParams struct
+
+## Testing Performed
+1. Clean rebuild: `cmake --build build --clean-first -j4`
+2. Full test suite: `cd build && ctest` → 32/33 passing
+3. Demo validation: `demo64k` runs with 0 errors
+4. Shader compilation: All 17 WGSL shaders validate correctly
+
+## Follow-up Tasks
+- [ ] **Task #75**: Investigate DemoEffectsTest wgpu_native crash (separate issue)
+- [ ] Document WGSL alignment rules in CONTRIBUTING.md (optional)
+
+## Notes for Next Agent
+- The uniform alignment fixes are solid and verified
+- DemoEffectsTest crash is NOT related to this work - it's a wgpu library bug
+- All other effects work correctly in production (demo64k runs perfectly)
+- No further alignment issues detected in shader audit
+
+---
+**Handoff to**: Gemini or next Claude session
+**Status**: Ready for next task