diff options
| 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/particle_spray_effect.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/particle_spray_effect.cc')
| -rw-r--r-- | src/effects/particle_spray_effect.cc | 49 |
1 files changed, 0 insertions, 49 deletions
diff --git a/src/effects/particle_spray_effect.cc b/src/effects/particle_spray_effect.cc deleted file mode 100644 index 1acf67d..0000000 --- a/src/effects/particle_spray_effect.cc +++ /dev/null @@ -1,49 +0,0 @@ -// This file is part of the 64k demo project. -// It implements the ParticleSprayEffect. - -#include "effects/particle_spray_effect.h" -#include "gpu/gpu.h" -#include "gpu/post_process_helper.h" -#include "gpu/shaders.h" -#include <vector> - -// --- ParticleSprayEffect --- -ParticleSprayEffect::ParticleSprayEffect(const GpuContext& ctx) : Effect(ctx) { - std::vector<Particle> init_p(NUM_PARTICLES); - for (Particle& p : init_p) - p.pos[3] = 0.0f; - particles_buffer_ = gpu_create_buffer( - ctx_.device, sizeof(Particle) * NUM_PARTICLES, - WGPUBufferUsage_Storage | WGPUBufferUsage_Vertex, init_p.data()); - ResourceBinding cb[] = {{particles_buffer_, WGPUBufferBindingType_Storage}, - {uniforms_.get(), WGPUBufferBindingType_Uniform}}; - compute_pass_ = - gpu_create_compute_pass(ctx_.device, particle_spray_compute_wgsl, cb, 2); - compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64; - ResourceBinding rb[] = { - {particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage}, - {uniforms_.get(), WGPUBufferBindingType_Uniform}}; - render_pass_ = gpu_create_render_pass(ctx_.device, ctx_.format, - particle_render_wgsl, rb, 2); - render_pass_.vertex_count = 6; - render_pass_.instance_count = NUM_PARTICLES; -} -void ParticleSprayEffect::compute(WGPUCommandEncoder e, - const CommonPostProcessUniforms& uniforms) { - uniforms_.update(ctx_.queue, uniforms); - WGPUComputePassEncoder pass = wgpuCommandEncoderBeginComputePass(e, nullptr); - wgpuComputePassEncoderSetPipeline(pass, compute_pass_.pipeline); - wgpuComputePassEncoderSetBindGroup(pass, 0, compute_pass_.bind_group, 0, - nullptr); - wgpuComputePassEncoderDispatchWorkgroups(pass, compute_pass_.workgroup_size_x, - 1, 1); - wgpuComputePassEncoderEnd(pass); -} -void ParticleSprayEffect::render(WGPURenderPassEncoder pass, - const CommonPostProcessUniforms& uniforms) { - (void)uniforms; - wgpuRenderPassEncoderSetPipeline(pass, render_pass_.pipeline); - wgpuRenderPassEncoderSetBindGroup(pass, 0, render_pass_.bind_group, 0, - nullptr); - wgpuRenderPassEncoderDraw(pass, 6, NUM_PARTICLES, 0, 0); -} |
