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| author | skal <pascal.massimino@gmail.com> | 2026-02-09 10:34:01 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-09 10:34:01 +0100 |
| commit | e50db1721f67a6c1b565b0ac151ba32fcae21cbf (patch) | |
| tree | 306bf626fb0283e1c3b173eb6f3abf556679d1ec /assets/final/shaders/render/scene_query_linear.wgsl | |
| parent | df39c7e3efa70376fac579b178c803eb319d517f (diff) | |
fix: Resolve WebGPU uniform buffer alignment issues (Task #74)
Fixed multiple WGSL/C++ struct alignment mismatches causing validation errors:
Padding fixes:
- fade_effect.cc: Changed EffectParams padding from vec3<f32> to _pad0/1/2
- theme_modulation_effect.cc: Same padding fix for EffectParams
- Root cause: WGSL vec3<f32> has 16-byte alignment, creating 32-byte structs
ODR violation fix:
- demo_effects.h: Added includes for fade_effect.h, theme_modulation_effect.h
- Removed incomplete forward declarations (88 bytes) conflicting with
complete definitions (96 bytes), causing heap buffer overflow in make_shared
Member shadowing cleanup:
- Renamed Effect::uniforms_ shadowing members to descriptive names:
- FadeEffect: uniforms_ -> common_uniforms_
- FlashEffect: uniforms_ -> flash_uniforms_
- ThemeModulationEffect: uniforms_ -> common_uniforms_
Results:
- demo64k runs without crashes
- 33/33 tests passing (100%)
- Added Task #75: WGSL uniform validation tool
handoff(Claude): Uniform buffer alignment debugged and fixed
Diffstat (limited to 'assets/final/shaders/render/scene_query_linear.wgsl')
0 files changed, 0 insertions, 0 deletions
