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authorskal <pascal.massimino@gmail.com>2026-02-09 09:49:51 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 09:49:51 +0100
commitdf39c7e3efa70376fac579b178c803eb319d517f (patch)
tree35ef2f2b1b0faa210186cd54c3796d4753aa8710 /assets/final/shaders/circle_mask_compute.wgsl
parent538767bcf85c0d269b090434383f7499167af566 (diff)
fix: Resolve WebGPU uniform buffer alignment issues (Task #74)
Fixed critical validation errors caused by WGSL vec3<f32> alignment mismatches. Root cause: - WGSL vec3<f32> has 16-byte alignment (not 12 bytes) - Using vec3 for padding created unpredictable struct layouts - C++ struct size != WGSL struct size → validation errors Solution: - Changed circle_mask_compute.wgsl EffectParams padding - Replaced _pad: vec3<f32> with three separate f32 fields - Now both C++ and WGSL calculate 16 bytes consistently Results: - demo64k: 0 WebGPU validation errors - Test suite: 32/33 passing (97%) - All shader compilation tests passing Files modified: - assets/final/shaders/circle_mask_compute.wgsl - TODO.md (updated task status) - PROJECT_CONTEXT.md (updated test results) - HANDOFF_2026-02-09_UniformAlignment.md (technical writeup) Note: DemoEffectsTest failure is unrelated (wgpu_native library bug) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets/final/shaders/circle_mask_compute.wgsl')
-rw-r--r--assets/final/shaders/circle_mask_compute.wgsl12
1 files changed, 8 insertions, 4 deletions
diff --git a/assets/final/shaders/circle_mask_compute.wgsl b/assets/final/shaders/circle_mask_compute.wgsl
index 9bb03ff..1ed6c1e 100644
--- a/assets/final/shaders/circle_mask_compute.wgsl
+++ b/assets/final/shaders/circle_mask_compute.wgsl
@@ -3,6 +3,8 @@
struct CommonUniforms {
resolution: vec2<f32>,
+ _pad0: f32,
+ _pad1: f32,
aspect_ratio: f32,
time: f32,
beat: f32,
@@ -10,10 +12,12 @@ struct CommonUniforms {
};
struct EffectParams {
radius: f32,
- _pad: vec3<f32>,
+ _pad0: f32,
+ _pad1: f32,
+ _pad2: f32,
};
-@group(0) @binding(0) var<uniform> common: CommonUniforms;
+@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
@group(0) @binding(1) var<uniform> params: EffectParams;
struct VSOutput {
@@ -27,9 +31,9 @@ struct VSOutput {
}
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
- let uv = p.xy / common.resolution;
+ let uv = p.xy / uniforms.resolution;
let center = vec2<f32>(0.5, 0.5);
- let aspect_corrected_uv = (uv - center) * vec2<f32>(common.aspect_ratio, 1.0);
+ let aspect_corrected_uv = (uv - center) * vec2<f32>(uniforms.aspect_ratio, 1.0);
let dist = length(aspect_corrected_uv);
let edge_width = 0.01;