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authorskal <pascal.massimino@gmail.com>2026-02-08 22:17:31 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 22:17:31 +0100
commit1b89a26a750cc32725564a0c5186a437f372fd93 (patch)
tree9873fbce565a36cbf0dd081d7e100e0b0867139a /src/gpu/effects/circle_mask_effect.cc
parent86e56474d284944795f4c02ae850561374620f8a (diff)
feat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture masking
Resolves critical shader composition and format mismatch issues, enabling the circle mask + rotating cube demonstration at 2.0s-4.0s in the timeline. **Key Fixes:** 1. **Shader Function Name** (masked_cube.wgsl): - Fixed call to `ray_box_intersection()` (was incorrectly `ray_box()`) - Updated return value handling to use `RayBounds` struct (`.hit`, `.t_entry`, `.t_exit`) - Removed unused `sky_tex` binding to match pipeline layout expectations (5 bindings → 4) 2. **Shader Lifetime Issue** (rotating_cube_effect.h/cc): - Added `std::string composed_shader_` member to persist shader source - Prevents use-after-free when WebGPU asynchronously parses shader code 3. **Format Mismatch** (circle_mask_effect.cc): - Changed compute pipeline format from hardcoded `RGBA8Unorm` to `ctx_.format` (Bgra8UnormSrgb) - Matches auxiliary texture format created by `MainSequence::register_auxiliary_texture()` - Added depth stencil state to render pipeline to match scene pass requirements: * Format: Depth24Plus * depthWriteEnabled: False (no depth writes needed) * depthCompare: Always (always pass depth test) 4. **WebGPU Descriptor Initialization** (circle_mask_effect.cc): - Added `depthSlice = WGPU_DEPTH_SLICE_UNDEFINED` for non-Windows builds - Ensures proper initialization of render pass color attachments 5. **Test Coverage** (test_demo_effects.cc): - Updated EXPECTED_SCENE_COUNT: 6 → 8 (added CircleMaskEffect, RotatingCubeEffect) - Marked both effects as requiring 3D pipeline setup (skipped in basic tests) **Technical Details:** - **Auxiliary Texture Flow**: CircleMaskEffect generates mask (1.0 inside, 0.0 outside) → RotatingCubeEffect samples mask to render only inside circle → GaussianBlurEffect post-processes - **Pipeline Format Matching**: All pipelines targeting same render pass must use matching formats: * Color: Bgra8UnormSrgb (system framebuffer format) * Depth: Depth24Plus (scene pass depth buffer) - **ShaderComposer Integration**: Relies on `InitShaderComposer()` (called in `gpu.cc:372`) registering snippets: `common_uniforms`, `math/sdf_utils`, `ray_box`, etc. **Effect Behavior:** - Runs from 2.0s to 4.0s in demo timeline - CircleMaskEffect (priority 0): Draws green outside circle, transparent inside - RotatingCubeEffect (priority 1): Renders bump-mapped cube inside circle - GaussianBlurEffect (priority 2): Post-process blur on entire composition **Test Results:** - All 33 tests pass (100%) - No WebGPU validation errors - Demo runs cleanly with `--seek 2.0` Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/gpu/effects/circle_mask_effect.cc')
-rw-r--r--src/gpu/effects/circle_mask_effect.cc33
1 files changed, 22 insertions, 11 deletions
diff --git a/src/gpu/effects/circle_mask_effect.cc b/src/gpu/effects/circle_mask_effect.cc
index 55bcb90..226b603 100644
--- a/src/gpu/effects/circle_mask_effect.cc
+++ b/src/gpu/effects/circle_mask_effect.cc
@@ -51,7 +51,7 @@ void CircleMaskEffect::init(MainSequence* demo) {
WGPUShaderModule compute_module = wgpuDeviceCreateShaderModule(ctx_.device, &compute_desc);
const WGPUColorTargetState compute_target = {
- .format = WGPUTextureFormat_RGBA8Unorm,
+ .format = ctx_.format, // Match auxiliary texture format
.writeMask = WGPUColorWriteMask_All,
};
WGPUFragmentState compute_frag = {};
@@ -60,6 +60,7 @@ void CircleMaskEffect::init(MainSequence* demo) {
compute_frag.targetCount = 1;
compute_frag.targets = &compute_target;
WGPURenderPipelineDescriptor compute_pipeline_desc = {};
+ compute_pipeline_desc.label = label_view("CircleMaskEffect_compute");
compute_pipeline_desc.vertex.module = compute_module;
compute_pipeline_desc.vertex.entryPoint = str_view("vs_main");
compute_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
@@ -98,11 +99,19 @@ void CircleMaskEffect::init(MainSequence* demo) {
render_frag.entryPoint = str_view("fs_main");
render_frag.targetCount = 1;
render_frag.targets = &render_target;
+ const WGPUDepthStencilState depth_stencil = {
+ .format = WGPUTextureFormat_Depth24Plus,
+ .depthWriteEnabled = WGPUOptionalBool_False, // Don't write depth
+ .depthCompare = WGPUCompareFunction_Always, // Always pass
+ };
+
WGPURenderPipelineDescriptor render_pipeline_desc = {};
+ render_pipeline_desc.label = label_view("CircleMaskEffect_render");
render_pipeline_desc.vertex.module = render_module;
render_pipeline_desc.vertex.entryPoint = str_view("vs_main");
render_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
render_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
+ render_pipeline_desc.depthStencil = &depth_stencil;
render_pipeline_desc.multisample.count = 1;
render_pipeline_desc.multisample.mask = 0xFFFFFFFF;
render_pipeline_desc.fragment = &render_frag;
@@ -139,16 +148,18 @@ void CircleMaskEffect::compute(WGPUCommandEncoder encoder, float time,
compute_uniforms_.update(ctx_.queue, uniforms);
WGPUTextureView mask_view = demo_->get_auxiliary_view("circle_mask");
- const WGPURenderPassColorAttachment color_attachment = {
- .view = mask_view,
- .loadOp = WGPULoadOp_Clear,
- .storeOp = WGPUStoreOp_Store,
- .clearValue = {0.0, 0.0, 0.0, 1.0},
- };
- const WGPURenderPassDescriptor pass_desc = {
- .colorAttachmentCount = 1,
- .colorAttachments = &color_attachment,
- };
+ WGPURenderPassColorAttachment color_attachment = {};
+ color_attachment.view = mask_view;
+ color_attachment.loadOp = WGPULoadOp_Clear;
+ color_attachment.storeOp = WGPUStoreOp_Store;
+ color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0};
+#if !defined(DEMO_CROSS_COMPILE_WIN32)
+ color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
+#endif
+
+ WGPURenderPassDescriptor pass_desc = {};
+ pass_desc.colorAttachmentCount = 1;
+ pass_desc.colorAttachments = &color_attachment;
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
wgpuRenderPassEncoderSetPipeline(pass, compute_pipeline_);