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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/renderer_3d.wgsl | |
| 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/renderer_3d.wgsl')
| -rw-r--r-- | assets/final/shaders/renderer_3d.wgsl | 19 |
1 files changed, 4 insertions, 15 deletions
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index 2f4f79c..c290df8 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -65,21 +65,10 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32, out.color = obj.color; out.instance_index = instance_index; out.world_pos = world_pos.xyz; - - // Correct normal transformation for meshes: transpose of inverse of model matrix - // For non-uniform scaling, this is necessary. For other primitives, we use their analytical normals. - if (obj_type == 5.0) { - // Calculate inverse transpose of the model matrix (upper 3x3 part) - let model_matrix = mat3x3<f32>(obj.model[0].xyz, obj.model[1].xyz, obj.model[2].xyz); - let normal_matrix = transpose(inverse(model_matrix)); - out.transformed_normal = normalize(normal_matrix * in.normal); - } else { - // For SDF primitives, we don't use vertex normals directly here; they are computed in the fragment shader. - // However, we still need to output a normal for the fragment shader to use if it were a rasterized primitive. - // The transformed_normal is not used by the SDF fragment shader, but for correctness, we'll pass it. - // If this were a rasterized mesh, it would be used. - out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0)); // Placeholder for non-mesh types - } + + // For SDF primitives, we don't use vertex normals - they are computed analytically in the fragment shader. + // This field is only used by the mesh pipeline (mesh_render.wgsl), not this SDF pipeline. + out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0)); // Placeholder return out; } |
