diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-09 13:52:37 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-09 13:52:37 +0100 |
| commit | c712874ece1ca7073904f5fb84cc866d28084de0 (patch) | |
| tree | f46727b58d3ac0e4ba3f36d50ea147c086282232 /assets/final/demo_assets.txt | |
| parent | 0151a43cd179bd08584347e13327a3a722bddf2a (diff) | |
feat(gpu): Add GPU procedural texture generation system
Phase 1 implementation complete:
- GPU compute shader for noise generation (gen_noise.wgsl)
- TextureManager extensions: create_gpu_noise_texture(), dispatch_noise_compute()
- Asset packer PROC_GPU() syntax support with validation
- ShaderComposer integration for #include resolution
- Zero CPU memory overhead (GPU-only textures)
- Init-time and on-demand generation modes
Technical details:
- 8×8 workgroup size for 256×256 textures
- UniformBuffer for params (width, height, seed, frequency)
- Storage texture binding (rgba8unorm, write-only)
- Lazy pipeline compilation on first use
- ~300 bytes code (Phase 1)
Testing:
- New test: test_gpu_procedural.cc (passes)
- All 34 tests passing (100%)
Future phases:
- Phase 2: Add gen_perlin, gen_grid compute shaders
- Phase 3: Variable dimensions, async generation
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets/final/demo_assets.txt')
| -rw-r--r-- | assets/final/demo_assets.txt | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt index 05eee17..1fdf2b4 100644 --- a/assets/final/demo_assets.txt +++ b/assets/final/demo_assets.txt @@ -52,6 +52,7 @@ SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader" MESH_CUBE, NONE, test_mesh.obj, "A simple cube mesh" DODECAHEDRON, NONE, dodecahedron.obj, "A dodecahedron mesh" SHADER_VIGNETTE, NONE, shaders/vignette.wgsl, "Vignette Shader" +SHADER_COMPUTE_GEN_NOISE, NONE, shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader" CIRCLE_MASK_COMPUTE_SHADER, NONE, shaders/circle_mask_compute.wgsl, "Circle mask compute shader" CIRCLE_MASK_RENDER_SHADER, NONE, shaders/circle_mask_render.wgsl, "Circle mask render shader" MASKED_CUBE_SHADER, NONE, shaders/masked_cube.wgsl, "Masked cube shader" |
