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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/gpu/demo_effects.h
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/gpu/demo_effects.h')
-rw-r--r--src/gpu/demo_effects.h50
1 files changed, 19 insertions, 31 deletions
diff --git a/src/gpu/demo_effects.h b/src/gpu/demo_effects.h
index 6b22f3f..beccd46 100644
--- a/src/gpu/demo_effects.h
+++ b/src/gpu/demo_effects.h
@@ -8,42 +8,30 @@
#include "3d/renderer.h"
#include "3d/scene.h"
-// Base effect classes
-#include "effect.h"
+// Base effect classes (v2)
+#include "gpu/effect_v2.h"
#include "gpu/post_process_helper.h"
+#include "gpu/sequence_v2.h"
#include "gpu/shaders.h"
#include "gpu/texture_manager.h"
#include "gpu/uniform_helper.h"
-// Individual Effect Headers
-#include "effects/chroma_aberration_effect.h"
-#include "effects/circle_mask_effect.h"
-#include "../../cnn_v1/src/cnn_v1_effect.h"
-#include "../../cnn_v2/src/cnn_v2_effect.h"
-#include "effects/distort_effect.h"
-#include "effects/fade_effect.h"
-#include "effects/flash_cube_effect.h"
-#include "effects/flash_effect.h"
-#include "effects/gaussian_blur_effect.h"
-#include "effects/heptagon_effect.h"
-#include "effects/hybrid_3d_effect.h"
-#include "effects/moving_ellipse_effect.h"
-#include "effects/particle_spray_effect.h"
-#include "effects/particles_effect.h"
-#include "effects/passthrough_effect.h"
-#include "effects/rotating_cube_effect.h"
-#include "effects/scene1_effect.h"
-#include "effects/sdf_test_effect.h"
-#include "effects/solarize_effect.h"
-#include "effects/theme_modulation_effect.h"
-#include "effects/vignette_effect.h"
+// Individual Effect Headers (v2)
+#include "effects/gaussian_blur_effect_v2.h"
+#include "effects/heptagon_effect_v2.h"
+#include "effects/hybrid3_d_effect_v2.h"
+#include "effects/particles_effect_v2.h"
+#include "effects/passthrough_effect_v2.h"
+#include "effects/placeholder_effect_v2.h"
+#include "effects/rotating_cube_effect_v2.h"
+// TODO: Port CNN effects to v2
+// #include "../../cnn_v1/src/cnn_v1_effect.h"
+// #include "../../cnn_v2/src/cnn_v2_effect.h"
#include <memory>
-// Common particle definition is now in effects/particle_defs.h
-
-// Auto-generated functions from sequence compiler
-
-void LoadTimeline(MainSequence& main_seq, const GpuContext& ctx);
-
-float GetDemoDuration();
+// Auto-generated functions from sequence compiler v2
+// See generated/timeline_v2.h for:
+// - InitializeV2Sequences()
+// - GetActiveV2Sequence()
+// - RenderV2Timeline()