diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-09 09:49:51 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-09 09:49:51 +0100 |
| commit | df39c7e3efa70376fac579b178c803eb319d517f (patch) | |
| tree | 35ef2f2b1b0faa210186cd54c3796d4753aa8710 /src/gpu/effects/fade_effect.cc | |
| parent | 538767bcf85c0d269b090434383f7499167af566 (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/fade_effect.cc')
| -rw-r--r-- | src/gpu/effects/fade_effect.cc | 41 |
1 files changed, 28 insertions, 13 deletions
diff --git a/src/gpu/effects/fade_effect.cc b/src/gpu/effects/fade_effect.cc index 359d341..c70177e 100644 --- a/src/gpu/effects/fade_effect.cc +++ b/src/gpu/effects/fade_effect.cc @@ -12,16 +12,25 @@ FadeEffect::FadeEffect(const GpuContext& ctx) : PostProcessEffect(ctx) { @location(0) uv: vec2<f32>, }; - struct Uniforms { - fade_amount: f32, + struct CommonUniforms { + resolution: vec2<f32>, _pad0: f32, _pad1: f32, - _pad2: f32, + aspect_ratio: f32, + time: f32, + beat: f32, + audio_intensity: f32, + }; + + struct EffectParams { + fade_amount: f32, + _pad: vec3<f32>, }; @group(0) @binding(0) var inputSampler: sampler; @group(0) @binding(1) var inputTexture: texture_2d<f32>; - @group(0) @binding(2) var<uniform> uniforms: Uniforms; + @group(0) @binding(2) var<uniform> uniforms: CommonUniforms; + @group(0) @binding(3) var<uniform> params: EffectParams; @vertex fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput { @@ -40,26 +49,32 @@ FadeEffect::FadeEffect(const GpuContext& ctx) : PostProcessEffect(ctx) { fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> { let color = textureSample(inputTexture, inputSampler, input.uv); // Fade to black: 0.0 = black, 1.0 = full color - return vec4<f32>(color.rgb * uniforms.fade_amount, color.a); + return vec4<f32>(color.rgb * params.fade_amount, color.a); } )"; pipeline_ = create_post_process_pipeline(ctx_.device, ctx_.format, shader_code); - uniforms_ = gpu_create_buffer( + uniforms_.init(ctx_.device); + params_buffer_ = gpu_create_buffer( ctx_.device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); } void FadeEffect::update_bind_group(WGPUTextureView input_view) { pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view, - uniforms_); + uniforms_.get(), params_buffer_); } void FadeEffect::render(WGPURenderPassEncoder pass, float time, float beat, float intensity, float aspect_ratio) { - (void)beat; - (void)intensity; - (void)aspect_ratio; + const CommonPostProcessUniforms u = { + .resolution = {(float)width_, (float)height_}, + .aspect_ratio = aspect_ratio, + .time = time, + .beat = beat, + .audio_intensity = intensity, + }; + uniforms_.update(ctx_.queue, u); // Example fade pattern: fade in at start, fade out at end // Customize this based on your needs @@ -73,9 +88,9 @@ void FadeEffect::render(WGPURenderPassEncoder pass, float time, float beat, fade_amount = fmaxf(fade_amount, 0.0f); } - float uniforms[4] = {fade_amount, 0.0f, 0.0f, 0.0f}; - wgpuQueueWriteBuffer(ctx_.queue, uniforms_.buffer, 0, uniforms, - sizeof(uniforms)); + float params[4] = {fade_amount, 0.0f, 0.0f, 0.0f}; + wgpuQueueWriteBuffer(ctx_.queue, params_buffer_.buffer, 0, params, + sizeof(params)); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); |
