diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-16 14:32:59 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-16 14:32:59 +0100 |
| commit | b2ede3f0680edc894a54e28374cb87ab2690afa2 (patch) | |
| tree | 69e0a8c04eb29be953b037eb98e0a9ac0f1b417a /src/effects | |
| parent | 0fd3c982247d05bacbd67db08c865ec67602437f (diff) | |
refactor: remove v2 versioning artifacts, establish Sequence as canonical system
Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/effects')
| -rw-r--r-- | src/effects/gaussian_blur_effect.cc (renamed from src/effects/gaussian_blur_effect_v2.cc) | 8 | ||||
| -rw-r--r-- | src/effects/gaussian_blur_effect.h (renamed from src/effects/gaussian_blur_effect_v2.h) | 7 | ||||
| -rw-r--r-- | src/effects/heptagon_effect.cc (renamed from src/effects/heptagon_effect_v2.cc) | 10 | ||||
| -rw-r--r-- | src/effects/heptagon_effect.h (renamed from src/effects/heptagon_effect_v2.h) | 9 | ||||
| -rw-r--r-- | src/effects/hybrid3_d_effect.cc (renamed from src/effects/hybrid3_d_effect_v2.cc) | 14 | ||||
| -rw-r--r-- | src/effects/hybrid3_d_effect.h (renamed from src/effects/hybrid3_d_effect_v2.h) | 10 | ||||
| -rw-r--r-- | src/effects/particles_effect.cc (renamed from src/effects/particles_effect_v2.cc) | 10 | ||||
| -rw-r--r-- | src/effects/particles_effect.h (renamed from src/effects/particles_effect_v2.h) | 9 | ||||
| -rw-r--r-- | src/effects/passthrough_effect.cc (renamed from src/effects/passthrough_effect_v2.cc) | 8 | ||||
| -rw-r--r-- | src/effects/passthrough_effect.h (renamed from src/effects/passthrough_effect_v2.h) | 6 | ||||
| -rw-r--r-- | src/effects/placeholder_effect.cc (renamed from src/effects/placeholder_effect_v2.cc) | 8 | ||||
| -rw-r--r-- | src/effects/placeholder_effect.h (renamed from src/effects/placeholder_effect_v2.h) | 7 | ||||
| -rw-r--r-- | src/effects/rotating_cube_effect.cc (renamed from src/effects/rotating_cube_effect_v2.cc) | 14 | ||||
| -rw-r--r-- | src/effects/rotating_cube_effect.h (renamed from src/effects/rotating_cube_effect_v2.h) | 10 |
14 files changed, 67 insertions, 63 deletions
diff --git a/src/effects/gaussian_blur_effect_v2.cc b/src/effects/gaussian_blur_effect.cc index 0c90fa2..17c657f 100644 --- a/src/effects/gaussian_blur_effect_v2.cc +++ b/src/effects/gaussian_blur_effect.cc @@ -1,13 +1,13 @@ // Gaussian blur effect v2 implementation -#include "effects/gaussian_blur_effect_v2.h" +#include "effects/gaussian_blur_effect.h" #include "gpu/post_process_helper.h" #include "gpu/shaders.h" -GaussianBlurEffectV2::GaussianBlurEffectV2(const GpuContext& ctx, +GaussianBlurEffect::GaussianBlurEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs) - : EffectV2(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), + : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), sampler_(nullptr) { // Create pipeline pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, @@ -27,7 +27,7 @@ GaussianBlurEffectV2::GaussianBlurEffectV2(const GpuContext& ctx, uniforms_buffer_.init(ctx_.device); } -void GaussianBlurEffectV2::render(WGPUCommandEncoder encoder, +void GaussianBlurEffect::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { // Get input/output views diff --git a/src/effects/gaussian_blur_effect_v2.h b/src/effects/gaussian_blur_effect.h index c5d88ff..8bf34dc 100644 --- a/src/effects/gaussian_blur_effect_v2.h +++ b/src/effects/gaussian_blur_effect.h @@ -2,7 +2,7 @@ #pragma once -#include "gpu/effect_v2.h" +#include "gpu/effect.h" #include "gpu/uniform_helper.h" struct GaussianBlurParams { @@ -14,9 +14,9 @@ struct GaussianBlurParams { static_assert(sizeof(GaussianBlurParams) == 16, "GaussianBlurParams must be 16 bytes"); -class GaussianBlurEffectV2 : public EffectV2 { +class GaussianBlurEffect : public Effect { public: - GaussianBlurEffectV2(const GpuContext& ctx, + GaussianBlurEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs); @@ -31,3 +31,4 @@ class GaussianBlurEffectV2 : public EffectV2 { UniformBuffer<GaussianBlurParams> params_buffer_; UniformBuffer<UniformsSequenceParams> uniforms_buffer_; }; + diff --git a/src/effects/heptagon_effect_v2.cc b/src/effects/heptagon_effect.cc index 6a2135e..27d59da 100644 --- a/src/effects/heptagon_effect_v2.cc +++ b/src/effects/heptagon_effect.cc @@ -1,14 +1,14 @@ // Heptagon effect v2 implementation -#include "effects/heptagon_effect_v2.h" +#include "effects/heptagon_effect.h" #include "gpu/gpu.h" #include "gpu/post_process_helper.h" #include "gpu/shaders.h" -HeptagonEffectV2::HeptagonEffectV2(const GpuContext& ctx, +HeptagonEffect::HeptagonEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs) - : EffectV2(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), sampler_(nullptr) { + : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), sampler_(nullptr) { // Init uniforms uniforms_buffer_.init(ctx_.device); @@ -37,7 +37,7 @@ HeptagonEffectV2::HeptagonEffectV2(const GpuContext& ctx, dummy_texture_view_ = wgpuTextureCreateView(dummy_texture_, nullptr); } -HeptagonEffectV2::~HeptagonEffectV2() { +HeptagonEffect::~HeptagonEffect() { if (bind_group_) wgpuBindGroupRelease(bind_group_); if (pipeline_) wgpuRenderPipelineRelease(pipeline_); if (sampler_) wgpuSamplerRelease(sampler_); @@ -45,7 +45,7 @@ HeptagonEffectV2::~HeptagonEffectV2() { if (dummy_texture_) wgpuTextureRelease(dummy_texture_); } -void HeptagonEffectV2::render(WGPUCommandEncoder encoder, +void HeptagonEffect::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { // Get output view (scene effects typically write to output, ignore input) diff --git a/src/effects/heptagon_effect_v2.h b/src/effects/heptagon_effect.h index 1737a46..9f148a1 100644 --- a/src/effects/heptagon_effect_v2.h +++ b/src/effects/heptagon_effect.h @@ -2,14 +2,14 @@ #pragma once -#include "gpu/effect_v2.h" +#include "gpu/effect.h" #include "gpu/uniform_helper.h" -class HeptagonEffectV2 : public EffectV2 { +class HeptagonEffect : public Effect { public: - HeptagonEffectV2(const GpuContext& ctx, const std::vector<std::string>& inputs, + HeptagonEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs); - ~HeptagonEffectV2(); + ~HeptagonEffect(); void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; @@ -22,3 +22,4 @@ class HeptagonEffectV2 : public EffectV2 { WGPUTextureView dummy_texture_view_; UniformBuffer<UniformsSequenceParams> uniforms_buffer_; }; + diff --git a/src/effects/hybrid3_d_effect_v2.cc b/src/effects/hybrid3_d_effect.cc index 38e4e66..ced5b42 100644 --- a/src/effects/hybrid3_d_effect_v2.cc +++ b/src/effects/hybrid3_d_effect.cc @@ -1,14 +1,14 @@ // This file is part of the 64k demo project. -// It implements Hybrid3DEffectV2 (simplified v2 port). +// It implements Hybrid3DEffect (simplified v2 port). // TODO: Full Renderer3D integration with texture manager, noise assets -#include "effects/hybrid3_d_effect_v2.h" +#include "effects/hybrid3_d_effect.h" #include <cmath> -Hybrid3DEffectV2::Hybrid3DEffectV2(const GpuContext& ctx, +Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs) - : EffectV2(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth"), + : Effect(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); @@ -82,7 +82,7 @@ Hybrid3DEffectV2::Hybrid3DEffectV2(const GpuContext& ctx, } } -Hybrid3DEffectV2::~Hybrid3DEffectV2() { +Hybrid3DEffect::~Hybrid3DEffect() { if (dummy_texture_view_) wgpuTextureViewRelease(dummy_texture_view_); if (dummy_texture_) @@ -90,12 +90,12 @@ Hybrid3DEffectV2::~Hybrid3DEffectV2() { renderer_.shutdown(); } -void Hybrid3DEffectV2::declare_nodes(NodeRegistry& registry) { +void Hybrid3DEffect::declare_nodes(NodeRegistry& registry) { // Declare depth buffer node registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1); } -void Hybrid3DEffectV2::render(WGPUCommandEncoder encoder, +void Hybrid3DEffect::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { // Update camera (orbiting) diff --git a/src/effects/hybrid3_d_effect_v2.h b/src/effects/hybrid3_d_effect.h index c8116b0..e6e0f49 100644 --- a/src/effects/hybrid3_d_effect_v2.h +++ b/src/effects/hybrid3_d_effect.h @@ -1,5 +1,5 @@ // This file is part of the 64k demo project. -// It declares Hybrid3DEffectV2 (simplified v2 port). +// It declares Hybrid3DEffect (simplified v2 port). // TODO: Full Renderer3D integration with Scene/Camera #pragma once @@ -7,14 +7,14 @@ #include "3d/camera.h" #include "3d/renderer.h" #include "3d/scene.h" -#include "gpu/effect_v2.h" +#include "gpu/effect.h" -class Hybrid3DEffectV2 : public EffectV2 { +class Hybrid3DEffect : public Effect { public: - Hybrid3DEffectV2(const GpuContext& ctx, + Hybrid3DEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs); - ~Hybrid3DEffectV2() override; + ~Hybrid3DEffect() override; void declare_nodes(NodeRegistry& registry) override; void render(WGPUCommandEncoder encoder, diff --git a/src/effects/particles_effect_v2.cc b/src/effects/particles_effect.cc index 69da4da..9d73bf7 100644 --- a/src/effects/particles_effect_v2.cc +++ b/src/effects/particles_effect.cc @@ -1,15 +1,15 @@ // This file is part of the 64k demo project. -// It implements the ParticlesEffectV2. +// It implements the ParticlesEffect. -#include "effects/particles_effect_v2.h" +#include "effects/particles_effect.h" #include "gpu/gpu.h" #include "gpu/shaders.h" #include <vector> -ParticlesEffectV2::ParticlesEffectV2(const GpuContext& ctx, +ParticlesEffect::ParticlesEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs) - : EffectV2(ctx, inputs, outputs) { + : Effect(ctx, inputs, outputs) { // Initialize uniforms uniforms_.init(ctx_.device); @@ -59,7 +59,7 @@ ParticlesEffectV2::ParticlesEffectV2(const GpuContext& ctx, render_pass_.instance_count = NUM_PARTICLES; } -void ParticlesEffectV2::render(WGPUCommandEncoder encoder, +void ParticlesEffect::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { // Update uniforms diff --git a/src/effects/particles_effect_v2.h b/src/effects/particles_effect.h index f0f260c..76c2ef4 100644 --- a/src/effects/particles_effect_v2.h +++ b/src/effects/particles_effect.h @@ -1,9 +1,9 @@ // This file is part of the 64k demo project. -// It declares the ParticlesEffectV2. +// It declares the ParticlesEffect. #pragma once -#include "gpu/effect_v2.h" +#include "gpu/effect.h" #include "gpu/gpu.h" #include "gpu/uniform_helper.h" #include <vector> @@ -18,9 +18,9 @@ struct Particle { float color[4]; }; -class ParticlesEffectV2 : public EffectV2 { +class ParticlesEffect : public Effect { public: - ParticlesEffectV2(const GpuContext& ctx, + ParticlesEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs); void render(WGPUCommandEncoder encoder, @@ -33,3 +33,4 @@ class ParticlesEffectV2 : public EffectV2 { GpuBuffer particles_buffer_; UniformBuffer<UniformsSequenceParams> uniforms_; }; + diff --git a/src/effects/passthrough_effect_v2.cc b/src/effects/passthrough_effect.cc index 38bb63a..ba98657 100644 --- a/src/effects/passthrough_effect_v2.cc +++ b/src/effects/passthrough_effect.cc @@ -1,13 +1,13 @@ // Passthrough effect v2 implementation -#include "effects/passthrough_effect_v2.h" +#include "effects/passthrough_effect.h" #include "gpu/post_process_helper.h" #include "gpu/shaders.h" -PassthroughEffectV2::PassthroughEffectV2(const GpuContext& ctx, +PassthroughEffect::PassthroughEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs) - : EffectV2(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), + : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), sampler_(nullptr) { // Init uniform buffer uniforms_buffer_.init(ctx_.device); @@ -27,7 +27,7 @@ PassthroughEffectV2::PassthroughEffectV2(const GpuContext& ctx, sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); } -void PassthroughEffectV2::render(WGPUCommandEncoder encoder, +void PassthroughEffect::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { // Get input/output views diff --git a/src/effects/passthrough_effect_v2.h b/src/effects/passthrough_effect.h index a272b87..125ac5a 100644 --- a/src/effects/passthrough_effect_v2.h +++ b/src/effects/passthrough_effect.h @@ -2,12 +2,12 @@ #pragma once -#include "gpu/effect_v2.h" +#include "gpu/effect.h" #include "gpu/uniform_helper.h" -class PassthroughEffectV2 : public EffectV2 { +class PassthroughEffect : public Effect { public: - PassthroughEffectV2(const GpuContext& ctx, const std::vector<std::string>& inputs, + PassthroughEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs); void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, diff --git a/src/effects/placeholder_effect_v2.cc b/src/effects/placeholder_effect.cc index d1fa212..d3308de 100644 --- a/src/effects/placeholder_effect_v2.cc +++ b/src/effects/placeholder_effect.cc @@ -1,15 +1,15 @@ // Placeholder effect v2 implementation - logs TODO warning once -#include "effects/placeholder_effect_v2.h" +#include "effects/placeholder_effect.h" #include "gpu/post_process_helper.h" #include "gpu/shaders.h" #include <cstdio> -PlaceholderEffectV2::PlaceholderEffectV2(const GpuContext& ctx, +PlaceholderEffect::PlaceholderEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs, const char* placeholder_name) - : EffectV2(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), + : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), sampler_(nullptr), name_(placeholder_name) { // Log once on construction fprintf(stderr, "TODO: %s not yet ported to v2, using passthrough\n", name_); @@ -29,7 +29,7 @@ PlaceholderEffectV2::PlaceholderEffectV2(const GpuContext& ctx, sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); } -void PlaceholderEffectV2::render(WGPUCommandEncoder encoder, +void PlaceholderEffect::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { WGPUTextureView input_view = nodes.get_view(input_nodes_[0]); diff --git a/src/effects/placeholder_effect_v2.h b/src/effects/placeholder_effect.h index aa9ed75..f7917ab 100644 --- a/src/effects/placeholder_effect_v2.h +++ b/src/effects/placeholder_effect.h @@ -3,12 +3,12 @@ #pragma once -#include "gpu/effect_v2.h" +#include "gpu/effect.h" #include "gpu/uniform_helper.h" -class PlaceholderEffectV2 : public EffectV2 { +class PlaceholderEffect : public Effect { public: - PlaceholderEffectV2(const GpuContext& ctx, const std::vector<std::string>& inputs, + PlaceholderEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs, const char* placeholder_name = "UnknownEffect"); @@ -22,3 +22,4 @@ class PlaceholderEffectV2 : public EffectV2 { UniformBuffer<UniformsSequenceParams> uniforms_buffer_; const char* name_; }; + diff --git a/src/effects/rotating_cube_effect_v2.cc b/src/effects/rotating_cube_effect.cc index 1a28cad..3f1d445 100644 --- a/src/effects/rotating_cube_effect_v2.cc +++ b/src/effects/rotating_cube_effect.cc @@ -1,15 +1,15 @@ // This file is part of the 64k demo project. -// It implements RotatingCubeEffectV2 (simplified v2 port). +// It implements RotatingCubeEffect (simplified v2 port). -#include "effects/rotating_cube_effect_v2.h" +#include "effects/rotating_cube_effect.h" #include "gpu/bind_group_builder.h" #include "gpu/gpu.h" #include "gpu/shaders.h" -RotatingCubeEffectV2::RotatingCubeEffectV2(const GpuContext& ctx, +RotatingCubeEffect::RotatingCubeEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs) - : EffectV2(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth") { + : Effect(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth") { // Create uniform buffers uniform_buffer_ = gpu_create_buffer(ctx_.device, sizeof(Uniforms), @@ -96,19 +96,19 @@ RotatingCubeEffectV2::RotatingCubeEffectV2(const GpuContext& ctx, wgpuBindGroupLayoutRelease(bgl); } -RotatingCubeEffectV2::~RotatingCubeEffectV2() { +RotatingCubeEffect::~RotatingCubeEffect() { if (bind_group_) wgpuBindGroupRelease(bind_group_); if (pipeline_) wgpuRenderPipelineRelease(pipeline_); } -void RotatingCubeEffectV2::declare_nodes(NodeRegistry& registry) { +void RotatingCubeEffect::declare_nodes(NodeRegistry& registry) { // Declare depth buffer node registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1); } -void RotatingCubeEffectV2::render(WGPUCommandEncoder encoder, +void RotatingCubeEffect::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { rotation_ += 0.016f * 1.5f; diff --git a/src/effects/rotating_cube_effect_v2.h b/src/effects/rotating_cube_effect.h index 19ef410..1c0155a 100644 --- a/src/effects/rotating_cube_effect_v2.h +++ b/src/effects/rotating_cube_effect.h @@ -1,19 +1,19 @@ // This file is part of the 64k demo project. -// It declares RotatingCubeEffectV2 (simplified v2 port). +// It declares RotatingCubeEffect (simplified v2 port). #pragma once -#include "gpu/effect_v2.h" +#include "gpu/effect.h" #include "gpu/gpu.h" #include "gpu/uniform_helper.h" #include "util/mini_math.h" -class RotatingCubeEffectV2 : public EffectV2 { +class RotatingCubeEffect : public Effect { public: - RotatingCubeEffectV2(const GpuContext& ctx, + RotatingCubeEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, const std::vector<std::string>& outputs); - ~RotatingCubeEffectV2() override; + ~RotatingCubeEffect() override; void declare_nodes(NodeRegistry& registry) override; void render(WGPUCommandEncoder encoder, |
