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authorskal <pascal.massimino@gmail.com>2026-02-16 11:54:46 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 11:54:46 +0100
commitaf5d0e4c3a6cb773a4fb51ac32f4c33a7f8d8224 (patch)
treea76464ca40a43d6042ed5431547008cfbe746c34 /src/app/main.cc
parent8eeadaf0d5653c21b948103e4d328f634b739a17 (diff)
feat(sequence): complete v2 migration with DAG-based routing
Phase 4 complete: V1 system removed, v2 fully operational. Architecture Changes: - Explicit Node system with typed buffers (u8x4_norm, f32x4, depth24) - DAG effect routing with multi-input/multi-output support - Python compiler (seq_compiler_v2.py) with topological sort and ping-pong optimization - Compile-time node aliasing for framebuffer reuse V1 Removal (~4KB): - Deleted effect.h/cc base classes (1.4KB) - Deleted 19 v1 effect pairs: heptagon, particles, passthrough, gaussian_blur, solarize, scene1, chroma_aberration, vignette, hybrid_3d, flash_cube, theme_modulation, fade, flash, circle_mask, rotating_cube, sdf_test, distort, moving_ellipse, particle_spray (2.7KB) V2 Effects Ported: - PassthroughEffectV2, PlaceholderEffectV2 - GaussianBlurEffectV2 (multi-pass with temp nodes) - HeptagonEffectV2 (scene effect with dummy texture) - ParticlesEffectV2 (compute + render, format fixed) - RotatingCubeEffectV2 (3D with depth node) - Hybrid3DEffectV2 (Renderer3D integration, dummy textures for noise/sky) Compiler Features: - DAG validation (cycle detection, connectivity checks) - Topological sort for execution order - Ping-pong optimization (aliased node detection) - Surface-based and encoder-based RenderV2Timeline generation - init_effect_nodes() automatic generation Fixes Applied: - WebGPU binding layout validation (standard v2 post-process layout) - Surface format mismatch (ctx.format for blit, RGBA8Unorm for framebuffers) - Depth attachment compatibility (removed forced depth from gpu_create_render_pass) - Renderer3D texture initialization (created dummy 1x1 white textures) - ParticlesEffectV2 format (changed from ctx.format to RGBA8Unorm) - Encoder-based RenderV2Timeline (added missing preprocess() call) Testing: - 34/36 tests passing (2 v1-dependent tests disabled) - demo64k runs successfully (no crashes) - All seek positions work (--seek 12, --seek 15 validated) Documentation: - Updated PROJECT_CONTEXT.md (v2 status, reference to SEQUENCE_v2.md) - Added completion entry to COMPLETED.md TODO (Future): - Port CNN effects to v2 - Implement flatten mode (--flatten code generation) - Port remaining 10+ effects - Update HTML timeline editor for v2 (deferred) handoff(Claude): Sequence v2 migration complete, v1 removed, system operational. Phase 5 (editor) deferred per user preference. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/app/main.cc')
-rw-r--r--src/app/main.cc20
1 files changed, 7 insertions, 13 deletions
diff --git a/src/app/main.cc b/src/app/main.cc
index 406c944..75995ad 100644
--- a/src/app/main.cc
+++ b/src/app/main.cc
@@ -18,9 +18,9 @@
#endif
#endif
#include "generated/assets.h" // Include generated asset header
-#include "gpu/demo_effects.h" // For GetDemoDuration()
+#include "gpu/demo_effects.h"
#include "gpu/gpu.h"
-#include "generated/timeline_v2.h"
+#include "generated/timeline_v2.h" // For GetDemoDuration(), RenderV2Timeline()
#include "platform/platform.h"
#include "util/math.h"
#include <cmath>
@@ -111,11 +111,6 @@ int main(int argc, char** argv) {
// Initialize v2 sequences
InitializeV2Sequences(*gpu_get_context(), width, height);
- // Load timeline data (visual effects layering)
-#if !defined(DEMO_HEADLESS)
- LoadTimeline(*gpu_get_main_sequence(), *gpu_get_context());
-#endif
-
#if !defined(STRIP_ALL)
// Set WAV dump backend if requested
WavDumpBackend wav_backend;
@@ -205,8 +200,7 @@ int main(int argc, char** argv) {
audio_render_silent((float)step);
}
- // Simulate Visuals
- gpu_simulate_until((float)seek_time, g_tracker_score.bpm);
+ // V2: Visual simulation not needed (sequences render on-demand)
}
#endif /* !defined(STRIP_ALL) */
@@ -238,7 +232,7 @@ int main(int argc, char** argv) {
double physical_time = 0.0;
while (physical_time < headless_duration) {
fill_audio_buffer(update_dt, physical_time);
- gpu_simulate_until(g_music_time);
+ // V2: No simulation needed (sequences render on-demand)
physical_time += update_dt;
if ((int)physical_time % 5 == 0 &&
@@ -419,9 +413,9 @@ int main(int argc, char** argv) {
last_graphics_print_time = current_physical_time;
}
- // Draw graphics using physical time and musical beat time
- gpu_draw(visual_peak, aspect_ratio, (float)current_physical_time,
- absolute_beat_time, beat_phase);
+ // Draw graphics using v2 timeline
+ RenderV2Timeline(gpu_get_surface(), (float)current_physical_time, width, height,
+ absolute_beat_time, visual_peak);
last_frame_time = current_physical_time;
// Update audio systems (tracker, synth, etc.) based on audio time