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/particle_spray_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/particle_spray_effect.cc')
| -rw-r--r-- | src/gpu/effects/particle_spray_effect.cc | 21 |
1 files changed, 12 insertions, 9 deletions
diff --git a/src/gpu/effects/particle_spray_effect.cc b/src/gpu/effects/particle_spray_effect.cc index 707d38d..3fd2590 100644 --- a/src/gpu/effects/particle_spray_effect.cc +++ b/src/gpu/effects/particle_spray_effect.cc @@ -2,14 +2,13 @@ // It implements the ParticleSprayEffect. #include "gpu/demo_effects.h" +#include "gpu/effects/post_process_helper.h" #include "gpu/gpu.h" #include <vector> // --- ParticleSprayEffect --- ParticleSprayEffect::ParticleSprayEffect(const GpuContext& ctx) : Effect(ctx) { - uniforms_ = - gpu_create_buffer(ctx_.device, sizeof(float) * 6, - WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); + uniforms_.init(ctx_.device); std::vector<Particle> init_p(NUM_PARTICLES); for (Particle& p : init_p) p.pos[3] = 0.0f; @@ -17,13 +16,13 @@ ParticleSprayEffect::ParticleSprayEffect(const GpuContext& ctx) : Effect(ctx) { ctx_.device, sizeof(Particle) * NUM_PARTICLES, WGPUBufferUsage_Storage | WGPUBufferUsage_Vertex, init_p.data()); ResourceBinding cb[] = {{particles_buffer_, WGPUBufferBindingType_Storage}, - {uniforms_, WGPUBufferBindingType_Uniform}}; + {uniforms_.get(), WGPUBufferBindingType_Uniform}}; compute_pass_ = gpu_create_compute_pass(ctx_.device, particle_spray_compute_wgsl, cb, 2); compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64; ResourceBinding rb[] = { {particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage}, - {uniforms_, WGPUBufferBindingType_Uniform}}; + {uniforms_.get(), WGPUBufferBindingType_Uniform}}; render_pass_ = gpu_create_render_pass(ctx_.device, ctx_.format, particle_render_wgsl, rb, 2); render_pass_.vertex_count = 6; @@ -31,10 +30,14 @@ ParticleSprayEffect::ParticleSprayEffect(const GpuContext& ctx) : Effect(ctx) { } void ParticleSprayEffect::compute(WGPUCommandEncoder e, float t, float b, float i, float a) { - struct { - float i, a, t, b, w, h; - } u = {i, a, t, b, (float)width_, (float)height_}; - wgpuQueueWriteBuffer(ctx_.queue, uniforms_.buffer, 0, &u, sizeof(u)); + const CommonPostProcessUniforms u = { + .resolution = {(float)width_, (float)height_}, + .aspect_ratio = a, + .time = t, + .beat = b, + .audio_intensity = i, + }; + uniforms_.update(ctx_.queue, u); WGPUComputePassEncoder pass = wgpuCommandEncoderBeginComputePass(e, nullptr); wgpuComputePassEncoderSetPipeline(pass, compute_pass_.pipeline); wgpuComputePassEncoderSetBindGroup(pass, 0, compute_pass_.bind_group, 0, |
