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| author | skal <pascal.massimino@gmail.com> | 2026-02-16 11:54:46 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-16 11:54:46 +0100 |
| commit | af5d0e4c3a6cb773a4fb51ac32f4c33a7f8d8224 (patch) | |
| tree | a76464ca40a43d6042ed5431547008cfbe746c34 /src/effects/hybrid3_d_effect_v2.cc | |
| parent | 8eeadaf0d5653c21b948103e4d328f634b739a17 (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/effects/hybrid3_d_effect_v2.cc')
| -rw-r--r-- | src/effects/hybrid3_d_effect_v2.cc | 52 |
1 files changed, 51 insertions, 1 deletions
diff --git a/src/effects/hybrid3_d_effect_v2.cc b/src/effects/hybrid3_d_effect_v2.cc index 5b44133..38e4e66 100644 --- a/src/effects/hybrid3_d_effect_v2.cc +++ b/src/effects/hybrid3_d_effect_v2.cc @@ -8,9 +8,51 @@ Hybrid3DEffectV2::Hybrid3DEffectV2(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs) - : EffectV2(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth") { + : EffectV2(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth"), + dummy_texture_(nullptr), dummy_texture_view_(nullptr) { // Initialize renderer (format is always RGBA8Unorm for v2) renderer_.init(ctx_.device, ctx_.queue, WGPUTextureFormat_RGBA8Unorm); + + // Create 1×1 white dummy texture for noise/sky (Renderer3D requires these) + WGPUTextureDescriptor tex_desc = {}; + tex_desc.size = {1, 1, 1}; + tex_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_desc.usage = WGPUTextureUsage_TextureBinding | WGPUTextureUsage_CopyDst; + tex_desc.dimension = WGPUTextureDimension_2D; + tex_desc.mipLevelCount = 1; + tex_desc.sampleCount = 1; + dummy_texture_ = wgpuDeviceCreateTexture(ctx_.device, &tex_desc); + dummy_texture_view_ = wgpuTextureCreateView(dummy_texture_, nullptr); + + // Write white pixel + uint32_t white_pixel = 0xFFFFFFFF; +#if defined(DEMO_CROSS_COMPILE_WIN32) + WGPUImageCopyTexture dst = { + .texture = dummy_texture_, + .mipLevel = 0, + .origin = {0, 0, 0} + }; + WGPUTextureDataLayout data_layout = { + .bytesPerRow = 4, + .rowsPerImage = 1 + }; +#else + WGPUTexelCopyTextureInfo dst = { + .texture = dummy_texture_, + .mipLevel = 0, + .origin = {0, 0, 0} + }; + WGPUTexelCopyBufferLayout data_layout = { + .bytesPerRow = 4, + .rowsPerImage = 1 + }; +#endif + WGPUExtent3D size = {1, 1, 1}; + wgpuQueueWriteTexture(ctx_.queue, &dst, &white_pixel, 4, &data_layout, &size); + + renderer_.set_noise_texture(dummy_texture_view_); + renderer_.set_sky_texture(dummy_texture_view_); + initialized_ = true; // Setup simple scene (1 center cube + 8 surrounding objects) @@ -40,6 +82,14 @@ Hybrid3DEffectV2::Hybrid3DEffectV2(const GpuContext& ctx, } } +Hybrid3DEffectV2::~Hybrid3DEffectV2() { + if (dummy_texture_view_) + wgpuTextureViewRelease(dummy_texture_view_); + if (dummy_texture_) + wgpuTextureRelease(dummy_texture_); + renderer_.shutdown(); +} + void Hybrid3DEffectV2::declare_nodes(NodeRegistry& registry) { // Declare depth buffer node registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1); |
