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authorskal <pascal.massimino@gmail.com>2026-02-09 13:52:37 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 13:52:37 +0100
commitc712874ece1ca7073904f5fb84cc866d28084de0 (patch)
treef46727b58d3ac0e4ba3f36d50ea147c086282232 /assets/final/demo_assets.txt
parent0151a43cd179bd08584347e13327a3a722bddf2a (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.txt1
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"