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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/post_process_helper.h
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/post_process_helper.h')
-rw-r--r--src/gpu/effects/post_process_helper.h22
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);