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authorskal <pascal.massimino@gmail.com>2026-02-08 17:39:33 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 17:39:33 +0100
commit8296fe5180b979b9d1f32f6375b41f0e0a8a399d (patch)
tree28918defcd64001105f8f631a3c0494abd580026 /src/audio
parentb85635ea92ace57e4d94288031a3a61a96fcbd2a (diff)
feat(gpu): Add parameter-driven ChromaAberrationEffect
Implements Task #73 - Extends shader parametrization system to ChromaAberrationEffect following the FlashEffect pattern. Changes: - Added ChromaAberrationParams struct (offset_scale, angle) - Added ChromaUniforms with proper WGSL alignment (32 bytes) - Updated shader to compute offset direction from angle parameter - Extended seq_compiler to parse offset/angle parameters - Updated demo.seq with 2 parameterized instances: * Line 50: offset=0.03 angle=0.785 (45° diagonal, stronger) * Line 76: offset=0.01 angle=1.57 (90° vertical, subtle) Technical details: - Backward-compatible default constructor maintained - Migrated from raw buffer to UniformBuffer<ChromaUniforms> - Shader computes direction: vec2(cos(angle), sin(angle)) - Generated code creates ChromaAberrationParams initialization Testing: - All 32/32 tests pass - Demo runs without errors - Binary size: 5.6M stripped (~200-300 bytes impact) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/audio')
-rw-r--r--src/audio/audio.cc12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/audio/audio.cc b/src/audio/audio.cc
index d3880f0..2f485a6 100644
--- a/src/audio/audio.cc
+++ b/src/audio/audio.cc
@@ -134,9 +134,9 @@ void audio_render_ahead(float music_time, float dt) {
}
// Clamp to desired chunk size
- const int actual_samples =
- (available_for_write < chunk_samples) ? available_for_write
- : chunk_samples;
+ const int actual_samples = (available_for_write < chunk_samples)
+ ? available_for_write
+ : chunk_samples;
const int actual_frames = actual_samples / RING_BUFFER_CHANNELS;
// Render directly to ring buffer (NO COPY, NO ALLOCATION)
@@ -167,9 +167,9 @@ void audio_render_ahead(float music_time, float dt) {
float* second_ptr = g_ring_buffer.get_write_region(&second_avail);
if (second_avail > 0) {
const int remaining_samples = chunk_samples - actual_samples;
- const int second_samples =
- (second_avail < remaining_samples) ? second_avail
- : remaining_samples;
+ const int second_samples = (second_avail < remaining_samples)
+ ? second_avail
+ : remaining_samples;
const int second_frames = second_samples / RING_BUFFER_CHANNELS;
synth_render(second_ptr, second_frames);