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authorskal <pascal.massimino@gmail.com>2026-03-20 09:22:18 +0100
committerskal <pascal.massimino@gmail.com>2026-03-20 09:22:18 +0100
commita10cabbe3a5ae05730c2e76493e42554ee6037ba (patch)
tree5c2fbb717f53dc701b1536b4f98685bc042820e1 /TODO.md
parentf74bcd843c631f82daefe543fca7741fb5bb71f4 (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.
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@@ -69,10 +69,11 @@ PyTorch / HTML WebGPU / C++ WebGPU.
**Design:** `cnn_v3/docs/CNN_V3.md`
**Phases:**
-1. ✅ G-buffer: `GBufferEffect` (MRT raster + pack compute). SDF/shadow passes TODO.
- - New NodeTypes: `GBUF_ALBEDO`, `GBUF_DEPTH32`, `GBUF_R8`, `GBUF_RGBA32UINT`
- - Shaders: `cnn_v3/shaders/gbuf_raster.wgsl`, `gbuf_pack.wgsl`
- - CMake integration deferred
+1. ✅ G-buffer: `GBufferEffect` integrated. Assets, CMake, demo_effects.h, test all wired. 35/35 tests pass.
+ - NodeTypes: `GBUF_ALBEDO`, `GBUF_DEPTH32`, `GBUF_R8`, `GBUF_RGBA32UINT`
+ - Shaders: `cnn_v3/shaders/gbuf_raster.wgsl` (ShaderComposer), `gbuf_pack.wgsl`
+ - SDF/shadow passes TODO (placeholder: shadow=1, transp=0)
+ - Howto: `cnn_v3/docs/HOWTO.md`
2. ✅ Training infrastructure: `blender_export.py`, `pack_blender_sample.py`, `pack_photo_sample.py`
3. WGSL shaders (enc/dec/bottleneck, FiLM, deterministic ops)
4. C++ CNNv3Effect + FiLM uniform upload