diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-09 09:49:51 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-09 09:49:51 +0100 |
| commit | df39c7e3efa70376fac579b178c803eb319d517f (patch) | |
| tree | 35ef2f2b1b0faa210186cd54c3796d4753aa8710 /assets/final/shaders/vignette.wgsl | |
| parent | 538767bcf85c0d269b090434383f7499167af566 (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/vignette.wgsl')
| -rw-r--r-- | assets/final/shaders/vignette.wgsl | 21 |
1 files changed, 11 insertions, 10 deletions
diff --git a/assets/final/shaders/vignette.wgsl b/assets/final/shaders/vignette.wgsl index 9b7f43f..4b096d7 100644 --- a/assets/final/shaders/vignette.wgsl +++ b/assets/final/shaders/vignette.wgsl @@ -1,18 +1,19 @@ @group(0) @binding(0) var input_sampler: sampler; @group(0) @binding(1) var input_tex: texture_2d<f32>; struct CommonUniforms { - resolution: vec2<f32>, - aspect_ratio: f32, - time: f32, - beat: f32, - audio_intensity: f32, -}; -struct EffectParams { + resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, + aspect_ratio: f32, + time: f32, + beat: f32, + audio_intensity: f32, +};struct EffectParams { radius: f32, softness: f32, }; -@group(0) @binding(2) var<uniform> common: CommonUniforms; +@group(0) @binding(2) var<uniform> common_uniforms: CommonUniforms; @group(0) @binding(3) var<uniform> params: EffectParams; @vertex @@ -27,11 +28,11 @@ fn vs_main(@builtin(vertex_index) vertex_idx: u32) -> @builtin(position) vec4<f3 @fragment fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> { - let uv = pos.xy / common.resolution; + let uv = pos.xy / common_uniforms.resolution; let color = textureSample(input_tex, input_sampler, uv); let d = distance(uv, vec2<f32>(0.5, 0.5)); let vignette = smoothstep(params.radius, params.radius - params.softness, d); - return vec4<f32>(color.rgb * mix(1.0, vignette, common.audio_intensity), color.a); + return vec4<f32>(color.rgb * mix(1.0, vignette, common_uniforms.audio_intensity), color.a); }
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