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| author | skal <pascal.massimino@gmail.com> | 2026-02-06 14:08:09 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-06 14:08:09 +0100 |
| commit | 1e3e3f54a4f80bd05d168c9ae749ed32e1275868 (patch) | |
| tree | 88ecf1aaa8c22d64079d45081c96f318a3dd3766 /assets/final/shaders/math | |
| parent | b00d1cd351ec6c960ef957950e95930344f75dcc (diff) | |
fix(shaders): Resolve WGSL validation errors and add shader compilation tests
Fixed three critical WGSL shader issues causing demo64k and test_3d_render to crash:
1. **renderer_3d.wgsl**: Removed dead code using non-existent `inverse()` function
- WGSL doesn't have `inverse()` for matrices
- Dead code was unreachable but still validated by shader compiler
- Also removed reference to undefined `in.normal` vertex input
2. **sdf_utils.wgsl & lighting.wgsl**: Fixed `get_normal_basic()` signature mismatch
- Changed parameter from `obj_type: f32` to `obj_params: vec4<f32>`
- Now correctly matches `get_dist()` function signature
3. **scene_query_linear.wgsl**: Fixed incorrect BVH binding declaration
- Linear mode was incorrectly declaring binding 2 (BVH buffer)
- Replaced BVH traversal with simple linear object loop
- Root cause: Both BVH and Linear shaders were identical (copy-paste error)
Added comprehensive shader compilation test (test_shader_compilation.cc):
- Tests all production shaders compile successfully through WebGPU
- Validates both BVH and Linear composition modes
- Catches WGSL syntax errors, binding mismatches, and type errors
- Would have caught all three bugs fixed in this commit
Why tests didn't catch this:
- Existing test_shader_assets only checked for keywords, not compilation
- No test actually created WebGPU shader modules from composed code
- New test fills this gap with real GPU validation
Results:
- demo64k runs without WebGPU errors
- test_3d_render no longer crashes
- All 22/23 tests pass (FftTest unrelated issue from FFT Phase 1)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets/final/shaders/math')
| -rw-r--r-- | assets/final/shaders/math/sdf_utils.wgsl | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/assets/final/shaders/math/sdf_utils.wgsl b/assets/final/shaders/math/sdf_utils.wgsl index 502ba5b..c2e49cf 100644 --- a/assets/final/shaders/math/sdf_utils.wgsl +++ b/assets/final/shaders/math/sdf_utils.wgsl @@ -1,10 +1,11 @@ -fn get_normal_basic(p: vec3<f32>, obj_type: f32) -> vec3<f32> { +fn get_normal_basic(p: vec3<f32>, obj_params: vec4<f32>) -> vec3<f32> { + let obj_type = obj_params.x; if (obj_type == 1.0) { return normalize(p); } let e = vec2<f32>(0.001, 0.0); return normalize(vec3<f32>( - get_dist(p + e.xyy, obj_type) - get_dist(p - e.xyy, obj_type), - get_dist(p + e.yxy, obj_type) - get_dist(p - e.yxy, obj_type), - get_dist(p + e.yyx, obj_type) - get_dist(p - e.yyx, obj_type) + get_dist(p + e.xyy, obj_params) - get_dist(p - e.xyy, obj_params), + get_dist(p + e.yxy, obj_params) - get_dist(p - e.yxy, obj_params), + get_dist(p + e.yyx, obj_params) - get_dist(p - e.yyx, obj_params) )); } |
