diff options
| author | skal <pascal.massimino@gmail.com> | 2026-03-20 09:22:18 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-20 09:22:18 +0100 |
| commit | a10cabbe3a5ae05730c2e76493e42554ee6037ba (patch) | |
| tree | 5c2fbb717f53dc701b1536b4f98685bc042820e1 /PROJECT_CONTEXT.md | |
| parent | f74bcd843c631f82daefe543fca7741fb5bb71f4 (diff) | |
feat(cnn_v3): Phase 1 complete - GBufferEffect integrated + HOWTO playbook
- Wire GBufferEffect into demo build: assets.txt, DemoSourceLists.cmake,
demo_effects.h, shaders.h/cc. ShaderComposer::Compose() applied to
gbuf_raster.wgsl (resolves #include "common_uniforms").
- Add GBufferEffect construction test. 35/35 passing.
- Write cnn_v3/docs/HOWTO.md: G-buffer wiring, training data prep,
training plan, per-pixel validation workflow, phase status table,
troubleshooting guide.
- Add project hooks: remind to update HOWTO.md on cnn_v3/ edits;
warn on direct str_view(*_wgsl) usage bypassing ShaderComposer.
- Update PROJECT_CONTEXT.md and TODO.md: Phase 1 done,
Phase 3 (WGSL U-Net shaders) is next active.
handoff(Gemini): CNN v3 Phase 3 is next - WGSL enc/dec/bottleneck/FiLM
shaders in cnn_v3/shaders/. See cnn_v3/docs/CNN_V3.md Architecture
section and cnn_v3/docs/HOWTO.md section 3 for spec. GBufferEffect
outputs feat_tex0 + feat_tex1 (rgba32uint, 20ch, 32 bytes/pixel).
C++ CNNv3Effect (Phase 4) takes those as input nodes.
Diffstat (limited to 'PROJECT_CONTEXT.md')
| -rw-r--r-- | PROJECT_CONTEXT.md | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md index 6b4468f..cadd514 100644 --- a/PROJECT_CONTEXT.md +++ b/PROJECT_CONTEXT.md @@ -36,7 +36,7 @@ - **Audio:** Sample-accurate sync. Zero heap allocations per frame. Variable tempo. OLA-IDCT synthesis (v2 .spec): Hann analysis window, rectangular synthesis, 50% overlap, click-free. V1 (raw DCT-512) preserved for generated notes. .spec files regenerated as v2. - **Shaders:** Parameterized effects (UniformHelper, .seq syntax). Beat-synchronized animation support (`beat_time`, `beat_phase`). Modular WGSL composition with ShaderComposer. 27 shared common shaders (math, render, compute). Reusable snippets: `render/scratch_lines`, `render/ntsc_common` (NTSC signal processing, RGB and YIQ input variants via `sample_ntsc_signal` hook), `math/color` (YIQ/NTSC), `math/color_c64` (C64 palette, Bayer dither, border animation). - **3D:** Hybrid SDF/rasterization with BVH. Binary scene loader. Blender pipeline. -- **Effects:** CNN post-processing: CNNEffect (v1) and CNNv2Effect operational. CNN v2: sigmoid activation, storage buffer weights (~3.2 KB), 7D static features, dynamic layers. Training stable, convergence validated. +- **Effects:** CNN post-processing: CNNEffect (v1) and CNNv2Effect operational. CNN v2: sigmoid activation, storage buffer weights (~3.2 KB), 7D static features, dynamic layers. Training stable, convergence validated. **CNN v3 Phase 1 complete:** `GBufferEffect` integrated (MRT raster + pack compute, 20-channel feature textures). See `cnn_v3/docs/HOWTO.md`. - **Tools:** CNN test tool operational. Texture readback utility functional. Timeline editor (web-based, beat-aligned, audio playback). - **Build:** Asset dependency tracking. Size measurement. Hot-reload (debug-only). WSL (Windows 10) supported: native Linux build and cross-compile to `.exe` via `mingw-w64`. - **Sequence:** DAG-based effect routing with explicit node system. Python compiler with topological sort and ping-pong optimization. 12 effects operational (Passthrough, Placeholder, GaussianBlur, Heptagon, Particles, RotatingCube, Hybrid3D, Flash, PeakMeter, Scene1, Scene2, Scratch). Effect times are absolute (seq_compiler adds sequence start offset). See `doc/SEQUENCE.md`. @@ -46,7 +46,7 @@ ## Next Up -**Active:** Spectral Brush Editor (procedural compression), CNN v2 quantization +**Active:** CNN v3 Phase 3 (WGSL U-Net shaders), Spectral Brush Editor **Ongoing:** Test infrastructure maintenance (35/35 passing) **Future:** Size optimization (64k target), 3D enhancements |
