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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/effect.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/effect.h')
-rw-r--r--src/gpu/effect.h183
1 files changed, 0 insertions, 183 deletions
diff --git a/src/gpu/effect.h b/src/gpu/effect.h
deleted file mode 100644
index 30e43d1..0000000
--- a/src/gpu/effect.h
+++ /dev/null
@@ -1,183 +0,0 @@
-#pragma once
-#include "gpu/gpu.h"
-#include "gpu/post_process_helper.h"
-#include "gpu/uniform_helper.h"
-#include <algorithm>
-#include <map>
-#include <memory>
-#include <string>
-#include <vector>
-
-class MainSequence;
-class PostProcessEffect;
-
-class Effect {
- public:
- Effect(const GpuContext& ctx) : ctx_(ctx) {
- uniforms_.init(ctx.device);
- }
- virtual ~Effect() = default;
- virtual void init(MainSequence* demo) {
- (void)demo;
- }
- virtual void start() {
- }
- virtual void compute(WGPUCommandEncoder encoder,
- const CommonPostProcessUniforms& uniforms) {
- (void)encoder;
- (void)uniforms;
- }
- virtual void render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) = 0;
- virtual void resize(int width, int height) {
- width_ = width;
- height_ = height;
- }
-
- virtual void end() {
- }
- bool is_initialized = false;
- virtual bool is_post_process() const {
- return false;
- }
-
- // If true, MainSequence will capture current framebuffer to "captured_frame"
- // auxiliary texture before rendering this effect
- virtual bool needs_framebuffer_capture() const {
- return false;
- }
-
- // Helper: get initialized CommonPostProcessUniforms based on current
- // dimensions If aspect_ratio < 0, computes from width_/height_
- CommonPostProcessUniforms
- get_common_uniforms(float time = 0.0f, float beat_time = 0.0f,
- float beat_phase = 0.0f, float intensity = 0.0f,
- float aspect_ratio = -1.0f) const {
- return {
- .resolution = {static_cast<float>(width_), static_cast<float>(height_)},
- .aspect_ratio = aspect_ratio < 0.0f ? static_cast<float>(width_) /
- static_cast<float>(height_)
- : aspect_ratio,
- .time = time,
- .beat_time = beat_time,
- .beat_phase = beat_phase,
- .audio_intensity = intensity,
- ._pad = 0.0f,
- };
- }
-
- protected:
- const GpuContext& ctx_;
- UniformBuffer<CommonPostProcessUniforms> uniforms_;
- int width_ = 1280;
- int height_ = 720;
-};
-
-class PostProcessEffect : public Effect {
- public:
- PostProcessEffect(const GpuContext& ctx) : Effect(ctx) {
- }
- bool is_post_process() const override {
- return true;
- }
- void compute(WGPUCommandEncoder, const CommonPostProcessUniforms&) override {
- }
- void render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) override;
- virtual void update_bind_group(WGPUTextureView input_view) = 0;
-
- protected:
- WGPURenderPipeline pipeline_ = nullptr;
- WGPUBindGroup bind_group_ = nullptr;
-};
-
-struct SequenceItem {
- std::shared_ptr<Effect> effect;
- float start_time; // Relative to Sequence start
- float end_time; // Relative to Sequence start
- int priority; // Render order within sequence (higher = later/top)
- bool active;
-};
-
-class Sequence {
- public:
- int priority = 0; // Render order of this sequence (higher = later/top)
- void init(MainSequence* demo);
- void add_effect(std::shared_ptr<Effect> effect, float start_time,
- float end_time, int priority = 0);
- void update_active_list(float seq_time);
- void resize(int width, int height);
- void collect_active_effects(std::vector<SequenceItem*>& scene_effects,
- std::vector<SequenceItem*>& post_effects);
- void reset();
- void set_end_time(float end_time) {
- end_time_ = end_time;
- }
- float get_end_time() const {
- return end_time_;
- }
-
- private:
- std::vector<SequenceItem> items_;
- bool is_sorted_ = false;
- float end_time_ = -1.0f; // Optional: -1.0 means "no explicit end"
- void sort_items();
-};
-
-class MainSequence {
- public:
- MainSequence();
- ~MainSequence();
- GpuContext gpu_ctx;
-
- void init(const GpuContext& ctx, int width, int height);
- void init_test(const GpuContext& ctx);
- void add_sequence(std::shared_ptr<Sequence> seq, float start_time,
- int priority = 0);
- void render_frame(float global_time, float beat_time, float beat_phase,
- float peak, float aspect_ratio, WGPUSurface surface);
- void resize(int width, int height);
- void shutdown();
-
- // Auxiliary texture registry for inter-effect texture sharing
- void register_auxiliary_texture(const char* name, int width, int height);
- void resize_auxiliary_texture(const char* name, int width, int height);
- WGPUTextureView get_auxiliary_view(const char* name);
-
-#if !defined(STRIP_ALL)
- void simulate_until(float target_time, float step_rate, float bpm = 120.0f);
-#endif /* !defined(STRIP_ALL) */
-
- private:
- struct ActiveSequence {
- std::shared_ptr<Sequence> seq;
- float start_time;
- int priority;
- bool activated =
- false; // Track if sequence has been activated for debug output
- };
- std::vector<ActiveSequence> sequences_;
-
- int width_ = 1280;
- int height_ = 720;
-
- WGPUTexture framebuffer_a_ = nullptr;
- WGPUTextureView framebuffer_view_a_ = nullptr;
- WGPUTexture framebuffer_b_ = nullptr;
- WGPUTextureView framebuffer_view_b_ = nullptr;
-
- WGPUTexture depth_texture_ = nullptr;
- WGPUTextureView depth_view_ = nullptr;
-
- std::unique_ptr<Effect> passthrough_effect_;
-
- struct AuxiliaryTexture {
- WGPUTexture texture;
- WGPUTextureView view;
- int width;
- int height;
- };
- std::map<std::string, AuxiliaryTexture> auxiliary_textures_;
-
- void create_framebuffers(int width, int height);
-};