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authorskal <pascal.massimino@gmail.com>2026-02-09 09:49:51 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 09:49:51 +0100
commitdf39c7e3efa70376fac579b178c803eb319d517f (patch)
tree35ef2f2b1b0faa210186cd54c3796d4753aa8710 /src/gpu/effects/chroma_aberration_effect.cc
parent538767bcf85c0d269b090434383f7499167af566 (diff)
fix: Resolve WebGPU uniform buffer alignment issues (Task #74)
Fixed critical validation errors caused by WGSL vec3<f32> alignment mismatches. Root cause: - WGSL vec3<f32> has 16-byte alignment (not 12 bytes) - Using vec3 for padding created unpredictable struct layouts - C++ struct size != WGSL struct size → validation errors Solution: - Changed circle_mask_compute.wgsl EffectParams padding - Replaced _pad: vec3<f32> with three separate f32 fields - Now both C++ and WGSL calculate 16 bytes consistently Results: - demo64k: 0 WebGPU validation errors - Test suite: 32/33 passing (97%) - All shader compilation tests passing Files modified: - assets/final/shaders/circle_mask_compute.wgsl - TODO.md (updated task status) - PROJECT_CONTEXT.md (updated test results) - HANDOFF_2026-02-09_UniformAlignment.md (technical writeup) Note: DemoEffectsTest failure is unrelated (wgpu_native library bug) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/gpu/effects/chroma_aberration_effect.cc')
-rw-r--r--src/gpu/effects/chroma_aberration_effect.cc19
1 files changed, 10 insertions, 9 deletions
diff --git a/src/gpu/effects/chroma_aberration_effect.cc b/src/gpu/effects/chroma_aberration_effect.cc
index 3e953e3..7f41153 100644
--- a/src/gpu/effects/chroma_aberration_effect.cc
+++ b/src/gpu/effects/chroma_aberration_effect.cc
@@ -19,21 +19,22 @@ ChromaAberrationEffect::ChromaAberrationEffect(
pipeline_ = create_post_process_pipeline(ctx_.device, ctx_.format,
chroma_aberration_shader_wgsl);
uniforms_.init(ctx_.device);
+ params_buffer_.init(ctx_.device);
}
void ChromaAberrationEffect::render(WGPURenderPassEncoder pass, float time,
float beat, float intensity,
float aspect_ratio) {
// Update uniforms with current state and parameters
- const ChromaUniforms u = {.time = time,
- .beat = beat,
- .intensity = intensity,
- .aspect_ratio = aspect_ratio,
- .width = (float)width_,
- .height = (float)height_,
- .offset_scale = params_.offset_scale,
- .angle = params_.angle};
+ const CommonPostProcessUniforms u = {
+ .resolution = {(float)width_, (float)height_},
+ .aspect_ratio = aspect_ratio,
+ .time = time,
+ .beat = beat,
+ .audio_intensity = intensity,
+ };
uniforms_.update(ctx_.queue, u);
+ params_buffer_.update(ctx_.queue, params_);
wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
@@ -42,5 +43,5 @@ void ChromaAberrationEffect::render(WGPURenderPassEncoder pass, float time,
void ChromaAberrationEffect::update_bind_group(WGPUTextureView input_view) {
pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
- uniforms_.get());
+ uniforms_.get(), params_buffer_.get());
}