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| author | skal <pascal.massimino@gmail.com> | 2026-02-09 13:52:37 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-09 13:52:37 +0100 |
| commit | c712874ece1ca7073904f5fb84cc866d28084de0 (patch) | |
| tree | f46727b58d3ac0e4ba3f36d50ea147c086282232 /doc/archive/PHASE2_COMPRESSION.md | |
| parent | 0151a43cd179bd08584347e13327a3a722bddf2a (diff) | |
feat(gpu): Add GPU procedural texture generation system
Phase 1 implementation complete:
- GPU compute shader for noise generation (gen_noise.wgsl)
- TextureManager extensions: create_gpu_noise_texture(), dispatch_noise_compute()
- Asset packer PROC_GPU() syntax support with validation
- ShaderComposer integration for #include resolution
- Zero CPU memory overhead (GPU-only textures)
- Init-time and on-demand generation modes
Technical details:
- 8×8 workgroup size for 256×256 textures
- UniformBuffer for params (width, height, seed, frequency)
- Storage texture binding (rgba8unorm, write-only)
- Lazy pipeline compilation on first use
- ~300 bytes code (Phase 1)
Testing:
- New test: test_gpu_procedural.cc (passes)
- All 34 tests passing (100%)
Future phases:
- Phase 2: Add gen_perlin, gen_grid compute shaders
- Phase 3: Variable dimensions, async generation
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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