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authorskal <pascal.massimino@gmail.com>2026-02-06 14:11:27 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 14:11:27 +0100
commitf47b805a9fce352688e453fdeca229c0bcf3e692 (patch)
tree4fc3b5ee8b9c9409462b376415882ef3b3a05a91 /TODO.md
parent1e3e3f54a4f80bd05d168c9ae749ed32e1275868 (diff)
docs: Milestone - Shader Stability & Test Infrastructure (February 6, 2026)
## Summary Completed critical stability improvements resolving all shader validation errors and establishing comprehensive test infrastructure to prevent future regressions. ## Key Achievements ### 1. Demo Stability Restored - demo64k: Runs cleanly without WebGPU errors - test_3d_render: No longer crashes on startup - All 22/23 tests pass (FftTest unrelated to shader work) ### 2. Critical Bugs Fixed **Bug #1**: renderer_3d.wgsl dead code using non-existent inverse() function - WGSL doesn't provide matrix inverse - Validator checks all code paths, even unreachable ones - Also removed undefined in.normal reference **Bug #2**: sdf_utils.wgsl & lighting.wgsl signature mismatch - get_normal_basic(obj_type: f32) → get_normal_basic(obj_params: vec4<f32>) - Fixed type mismatch with get_dist() calls **Bug #3**: scene_query_linear.wgsl binding error (ROOT CAUSE) - Linear mode incorrectly declared binding 2 (BVH buffer) - Copy-paste error: Linear shader was identical to BVH shader - Pipeline created without binding 2 → Shader expected binding 2 → Crash - Fixed: Replaced BVH traversal with proper linear iteration ### 3. Test Infrastructure Created test_shader_compilation.cc: - Compiles all production shaders through WebGPU - Validates both BVH and Linear composition modes - Catches syntax errors, binding mismatches, type errors - Would have caught all three bugs fixed in this milestone **Test Gap Analysis**: - Old: test_shader_assets only checked keywords (not compilation) - New: Real GPU validation with wgpuDeviceCreateShaderModule - Result: Comprehensive regression prevention ## Files Modified - assets/final/shaders/renderer_3d.wgsl (removed dead code) - assets/final/shaders/sdf_utils.wgsl (fixed signature) - assets/final/shaders/lighting.wgsl (fixed signature) - assets/final/shaders/render/scene_query_linear.wgsl (removed BVH code) - src/tests/test_shader_compilation.cc (new test) - CMakeLists.txt (added new test) - TODO.md (documented completion) - PROJECT_CONTEXT.md (added milestone) ## Impact ✅ Production stability: No crashes or WebGPU errors ✅ Test coverage: Shader compilation validated in CI ✅ Developer experience: Clear error messages on shader issues ✅ Regression prevention: Future shader bugs caught automatically ## Related Work This milestone complements recent build system improvements (Task C) where shader asset dependency tracking was fixed. Together, these ensure: 1. Shader edits trigger correct rebuilds (build system) 2. Invalid shaders caught before runtime (this milestone) --- handoff(Claude): Shader stability milestone complete. Demo runs cleanly, comprehensive test infrastructure prevents future shader regressions. All shader composition modes (BVH/Linear) validated. 22/23 tests passing. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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## Recently Completed (February 6, 2026)
+- [x] **Critical Shader Bug Fixes & Test Infrastructure** (February 6, 2026)
+ - [x] **Shader Validation Errors**: Fixed three critical WGSL bugs causing demo64k and test_3d_render crashes:
+ - Removed dead code using non-existent `inverse()` function in renderer_3d.wgsl
+ - Fixed `get_normal_basic()` signature mismatch in sdf_utils.wgsl and lighting.wgsl (obj_type: f32 → obj_params: vec4<f32>)
+ - Fixed scene_query_linear.wgsl incorrectly declaring binding 2 (BVH buffer) - was identical to BVH version due to copy-paste error
+ - [x] **Root Cause**: Linear shader mode expected no binding 2, but shader declared it, causing pipeline/shader mismatch
+ - [x] **New Test Coverage**: Created `test_shader_compilation.cc` that compiles all production shaders through WebGPU, tests both BVH and Linear composition modes, validates WGSL syntax/bindings/types
+ - [x] **Test Gap Analysis**: Existing test_shader_assets only checked keywords, not actual compilation. New test would have caught all three bugs.
+ - **Result**: demo64k runs without WebGPU errors, test_3d_render no longer crashes, 22/23 tests pass (FftTest unrelated), comprehensive regression prevention
+
- [x] **Task C: Build System Optimization** (February 6, 2026)
- [x] **Header Split**: Refactored `asset_manager.h` into `asset_manager_dcl.h` (forward declarations), `asset_manager.h` (core API), and `asset_manager_utils.h` (typed helpers for TextureAsset/MeshAsset).
- [x] **Asset Dependency Tracking**: Added file-level dependencies for all assets (.wgsl shaders, .spec audio, .obj meshes). CMake now tracks 42 demo assets + 17 test assets individually.