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| 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 /TODO.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 'TODO.md')
| -rw-r--r-- | TODO.md | 9 |
1 files changed, 5 insertions, 4 deletions
@@ -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 |
