summaryrefslogtreecommitdiff
path: root/src/effects/hybrid3_d_effect_v2.cc
diff options
context:
space:
mode:
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/effects/hybrid3_d_effect_v2.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/effects/hybrid3_d_effect_v2.cc')
-rw-r--r--src/effects/hybrid3_d_effect_v2.cc52
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);