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 | |
| 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')
| -rw-r--r-- | assets/final/shaders/chroma_aberration.wgsl | 8 | ||||
| -rw-r--r-- | assets/final/shaders/circle_mask_compute.wgsl | 12 | ||||
| -rw-r--r-- | assets/final/shaders/circle_mask_render.wgsl | 2 | ||||
| -rw-r--r-- | assets/final/shaders/common_uniforms.wgsl | 2 | ||||
| -rw-r--r-- | assets/final/shaders/ellipse.wgsl | 2 | ||||
| -rw-r--r-- | assets/final/shaders/gaussian_blur.wgsl | 10 | ||||
| -rw-r--r-- | assets/final/shaders/main_shader.wgsl | 2 | ||||
| -rw-r--r-- | assets/final/shaders/particle_compute.wgsl | 2 | ||||
| -rw-r--r-- | assets/final/shaders/particle_render.wgsl | 2 | ||||
| -rw-r--r-- | assets/final/shaders/particle_spray_compute.wgsl | 2 | ||||
| -rw-r--r-- | assets/final/shaders/passthrough.wgsl | 2 | ||||
| -rw-r--r-- | assets/final/shaders/solarize.wgsl | 2 | ||||
| -rw-r--r-- | assets/final/shaders/vignette.wgsl | 21 |
13 files changed, 48 insertions, 21 deletions
diff --git a/assets/final/shaders/chroma_aberration.wgsl b/assets/final/shaders/chroma_aberration.wgsl index ca1e17d..bad3624 100644 --- a/assets/final/shaders/chroma_aberration.wgsl +++ b/assets/final/shaders/chroma_aberration.wgsl @@ -3,6 +3,8 @@ struct CommonUniforms { resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, @@ -13,7 +15,7 @@ struct EffectParams { angle: f32, }; -@group(0) @binding(2) var<uniform> common: CommonUniforms; +@group(0) @binding(2) var<uniform> uniforms: CommonUniforms; @group(0) @binding(3) var<uniform> params: EffectParams; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { @@ -26,10 +28,10 @@ struct EffectParams { } @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; // Compute offset magnitude and direction - let offset_mag = params.offset_scale * common.audio_intensity; + let offset_mag = params.offset_scale * uniforms.audio_intensity; let offset_dir = vec2<f32>(cos(params.angle), sin(params.angle)); let offset = offset_mag * offset_dir; 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; diff --git a/assets/final/shaders/circle_mask_render.wgsl b/assets/final/shaders/circle_mask_render.wgsl index 6855c95..ce98f9c 100644 --- a/assets/final/shaders/circle_mask_render.wgsl +++ b/assets/final/shaders/circle_mask_render.wgsl @@ -6,6 +6,8 @@ struct CommonUniforms { resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, diff --git a/assets/final/shaders/common_uniforms.wgsl b/assets/final/shaders/common_uniforms.wgsl index 1e0e242..ce1be53 100644 --- a/assets/final/shaders/common_uniforms.wgsl +++ b/assets/final/shaders/common_uniforms.wgsl @@ -1,5 +1,7 @@ struct CommonUniforms { resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, diff --git a/assets/final/shaders/ellipse.wgsl b/assets/final/shaders/ellipse.wgsl index 1b6df0b..9c6b0d9 100644 --- a/assets/final/shaders/ellipse.wgsl +++ b/assets/final/shaders/ellipse.wgsl @@ -1,5 +1,7 @@ struct CommonUniforms { resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, diff --git a/assets/final/shaders/gaussian_blur.wgsl b/assets/final/shaders/gaussian_blur.wgsl index 39cbf54..3b87b10 100644 --- a/assets/final/shaders/gaussian_blur.wgsl +++ b/assets/final/shaders/gaussian_blur.wgsl @@ -3,6 +3,8 @@ struct CommonUniforms { resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, @@ -13,7 +15,7 @@ struct EffectParams { _pad: f32, }; -@group(0) @binding(2) var<uniform> common: CommonUniforms; +@group(0) @binding(2) var<uniform> uniforms: CommonUniforms; @group(0) @binding(3) var<uniform> params: EffectParams; @vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> { @@ -26,16 +28,16 @@ struct EffectParams { } @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; var res = vec4<f32>(0.0); // Parameterized strength + dramatic beat pulsation - let pulse = 0.5 + common.audio_intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat + let pulse = 0.5 + uniforms.audio_intensity * 2.0; // Pulsate between 0.5x and 2.5x with beat let size = params.strength * pulse; for (var x: f32 = -2.0; x <= 2.0; x += 1.0) { for (var y: f32 = -2.0; y <= 2.0; y += 1.0) { - res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / common.resolution.x); + res += textureSample(txt, smplr, uv + vec2<f32>(x, y) * size / uniforms.resolution.x); } } return res / 25.0; diff --git a/assets/final/shaders/main_shader.wgsl b/assets/final/shaders/main_shader.wgsl index 5bb7d46..7155a6d 100644 --- a/assets/final/shaders/main_shader.wgsl +++ b/assets/final/shaders/main_shader.wgsl @@ -1,5 +1,7 @@ struct CommonUniforms { resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, diff --git a/assets/final/shaders/particle_compute.wgsl b/assets/final/shaders/particle_compute.wgsl index f2f7ae3..38a95e1 100644 --- a/assets/final/shaders/particle_compute.wgsl +++ b/assets/final/shaders/particle_compute.wgsl @@ -7,6 +7,8 @@ struct Particle { struct CommonUniforms { resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, diff --git a/assets/final/shaders/particle_render.wgsl b/assets/final/shaders/particle_render.wgsl index a0740dc..9030a3a 100644 --- a/assets/final/shaders/particle_render.wgsl +++ b/assets/final/shaders/particle_render.wgsl @@ -7,6 +7,8 @@ struct Particle { struct CommonUniforms { resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, diff --git a/assets/final/shaders/particle_spray_compute.wgsl b/assets/final/shaders/particle_spray_compute.wgsl index f1a4d43..b165971 100644 --- a/assets/final/shaders/particle_spray_compute.wgsl +++ b/assets/final/shaders/particle_spray_compute.wgsl @@ -7,6 +7,8 @@ struct Particle { struct CommonUniforms { resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, diff --git a/assets/final/shaders/passthrough.wgsl b/assets/final/shaders/passthrough.wgsl index c1ac60a..dfdacf4 100644 --- a/assets/final/shaders/passthrough.wgsl +++ b/assets/final/shaders/passthrough.wgsl @@ -3,6 +3,8 @@ struct CommonUniforms { resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, diff --git a/assets/final/shaders/solarize.wgsl b/assets/final/shaders/solarize.wgsl index c9f19a2..645fb9a 100644 --- a/assets/final/shaders/solarize.wgsl +++ b/assets/final/shaders/solarize.wgsl @@ -3,6 +3,8 @@ struct CommonUniforms { resolution: vec2<f32>, + _pad0: f32, + _pad1: f32, aspect_ratio: f32, time: f32, beat: f32, 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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