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authorskal <pascal.massimino@gmail.com>2026-02-03 10:15:05 +0100
committerskal <pascal.massimino@gmail.com>2026-02-03 10:15:05 +0100
commit4660ce3eec7c91a20d6d93fa3e142c1fd157e869 (patch)
tree37ec9107c143f884c613cd0637d76a3a9e2e3cbd /TODO.md
parenta97b2047f87c6c35a631a47c3daf6a35a9ed4d58 (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.
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@@ -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.