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| 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/post_process_helper.h | |
| 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/post_process_helper.h')
| -rw-r--r-- | src/gpu/effects/post_process_helper.h | 22 |
1 files changed, 18 insertions, 4 deletions
diff --git a/src/gpu/effects/post_process_helper.h b/src/gpu/effects/post_process_helper.h index 8a9331b..77b184f 100644 --- a/src/gpu/effects/post_process_helper.h +++ b/src/gpu/effects/post_process_helper.h @@ -4,11 +4,25 @@ #pragma once #include "gpu/gpu.h" +#include "util/mini_math.h" + +// Uniform data common to all post-processing effects +struct CommonPostProcessUniforms { + vec2 resolution; + float _pad[2]; // Padding for 16-byte alignment + float aspect_ratio; + float time; + float beat; + float audio_intensity; +}; +static_assert(sizeof(CommonPostProcessUniforms) == 32, + "CommonPostProcessUniforms must be 32 bytes for WGSL alignment"); // Standard post-process bind group layout (group 0): -#define PP_BINDING_SAMPLER 0 // Sampler for input texture -#define PP_BINDING_TEXTURE 1 // Input texture (previous render pass) -#define PP_BINDING_UNIFORMS 2 // Custom uniforms buffer +#define PP_BINDING_SAMPLER 0 // Sampler for input texture +#define PP_BINDING_TEXTURE 1 // Input texture (previous render pass) +#define PP_BINDING_UNIFORMS 2 // Custom uniforms buffer +#define PP_BINDING_EFFECT_PARAMS 3 // Effect-specific parameters // Helper to create a standard post-processing pipeline // Uniforms are accessible to both vertex and fragment shaders @@ -19,4 +33,4 @@ WGPURenderPipeline create_post_process_pipeline(WGPUDevice device, // Helper to update bind group for post-processing effects void pp_update_bind_group(WGPUDevice device, WGPURenderPipeline pipeline, WGPUBindGroup* bind_group, WGPUTextureView input_view, - GpuBuffer uniforms); + GpuBuffer uniforms, GpuBuffer effect_params); |
