diff options
| 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 | |
| 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')
| -rw-r--r-- | assets/final/shaders/lighting.wgsl | 9 | ||||
| -rw-r--r-- | assets/final/shaders/math/sdf_utils.wgsl | 9 | ||||
| -rw-r--r-- | assets/final/shaders/render/scene_query_linear.wgsl | 58 | ||||
| -rw-r--r-- | assets/final/shaders/renderer_3d.wgsl | 19 |
4 files changed, 27 insertions, 68 deletions
diff --git a/assets/final/shaders/lighting.wgsl b/assets/final/shaders/lighting.wgsl index 277909b..ac2142b 100644 --- a/assets/final/shaders/lighting.wgsl +++ b/assets/final/shaders/lighting.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) )); } 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) )); } diff --git a/assets/final/shaders/render/scene_query_linear.wgsl b/assets/final/shaders/render/scene_query_linear.wgsl index ab3845a..b61a7e4 100644 --- a/assets/final/shaders/render/scene_query_linear.wgsl +++ b/assets/final/shaders/render/scene_query_linear.wgsl @@ -1,15 +1,6 @@ #include "math/sdf_shapes" #include "math/sdf_utils" -struct BVHNode { - min: vec3<f32>, - left_idx: i32, - max: vec3<f32>, - obj_idx_or_right: i32, -}; - -@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>; - fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 { let obj_type = obj_params.x; if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere @@ -22,42 +13,19 @@ fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 { fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 { var d = 1000.0; - var stack: array<i32, 32>; - var stack_ptr = 0; - - if (arrayLength(&bvh_nodes) > 0u) { - stack[stack_ptr] = 0; - stack_ptr++; - } - - while (stack_ptr > 0) { - stack_ptr--; - let node_idx = stack[stack_ptr]; - let node = bvh_nodes[node_idx]; - - if (aabb_sdf(p, node.min, node.max) < d) { - if (node.left_idx < 0) { // Leaf - let obj_idx = u32(node.obj_idx_or_right); - if (obj_idx == skip_idx) { continue; } - let obj = object_data.objects[obj_idx]; - let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz; - let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz))); - // IMPORTANT: Plane (type 4.0) and Mesh (type 5.0) should not be scaled by 's'. - // The 's' factor is meant for unit primitives (sphere, box, torus) that are - // scaled by the model matrix. Meshes already have correct local-space extents. - if (obj.params.x != 4.0 && obj.params.x != 5.0) { // Not plane, not mesh - d = min(d, get_dist(q, obj.params) * s); - } else { - d = min(d, get_dist(q, obj.params)); - } - } else { // Internal - if (stack_ptr < 31) { - stack[stack_ptr] = node.left_idx; - stack_ptr++; - stack[stack_ptr] = node.obj_idx_or_right; - stack_ptr++; - } - } + let num_objects = arrayLength(&object_data.objects); + for (var i = 0u; i < num_objects; i++) { + if (i == skip_idx) { continue; } + let obj = object_data.objects[i]; + let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz; + let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz))); + // IMPORTANT: Plane (type 4.0) and Mesh (type 5.0) should not be scaled by 's'. + // The 's' factor is meant for unit primitives (sphere, box, torus) that are + // scaled by the model matrix. Meshes already have correct local-space extents. + if (obj.params.x != 4.0 && obj.params.x != 5.0) { // Not plane, not mesh + d = min(d, get_dist(q, obj.params) * s); + } else { + d = min(d, get_dist(q, obj.params)); } } return d; 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; } |
