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authorskal <pascal.massimino@gmail.com>2026-02-11 11:34:08 +0100
committerskal <pascal.massimino@gmail.com>2026-02-11 11:34:08 +0100
commitd378da77eec4d506bc01e4c08c38644d72969cc7 (patch)
tree5cc38517320ba3aefb46a2f9c939c9fdc8ed5fae /src/gpu/effects/scene1_effect.cc
parent4da0a3a5369142078fd7c681e3f0f1817bd6e2f3 (diff)
refactor: Simplify effect render API and fix uniform initialization
Root cause: Uniform buffers created but not initialized before bind group creation, causing undefined UV coordinates in circle_mask_compute.wgsl. Changes: - Add get_common_uniforms() helper to Effect base class - Refactor render()/compute() signatures: 5 params → CommonPostProcessUniforms& - Fix uninitialized uniforms in CircleMaskEffect and CNNEffect - Update all 19 effect implementations and headers - Fix WGSL syntax error in FlashEffect (u.audio_intensity → audio_intensity) - Update test files (test_sequence.cc) Benefits: - Cleaner API: construct uniforms once per frame, reuse across effects - More maintainable: CommonPostProcessUniforms changes need no call site updates - Fixes UV coordinate bug in circle_mask_compute.wgsl All 36 tests passing (100%) handoff(Claude): Effect API refactor complete
Diffstat (limited to 'src/gpu/effects/scene1_effect.cc')
-rw-r--r--src/gpu/effects/scene1_effect.cc14
1 files changed, 3 insertions, 11 deletions
diff --git a/src/gpu/effects/scene1_effect.cc b/src/gpu/effects/scene1_effect.cc
index a6733b7..c75e511 100644
--- a/src/gpu/effects/scene1_effect.cc
+++ b/src/gpu/effects/scene1_effect.cc
@@ -11,17 +11,9 @@ Scene1Effect::Scene1Effect(const GpuContext& ctx) : Effect(ctx) {
pass_.vertex_count = 3;
}
-void Scene1Effect::render(WGPURenderPassEncoder pass, float t, float b,
- float i, float a) {
- CommonPostProcessUniforms u = {
- .resolution = {(float)width_, (float)height_},
- ._pad = {0.0f, 0.0f},
- .aspect_ratio = a,
- .time = t,
- .beat = b,
- .audio_intensity = i,
- };
- uniforms_.update(ctx_.queue, u);
+void Scene1Effect::render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) {
+ uniforms_.update(ctx_.queue, uniforms);
wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline);
wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr);
wgpuRenderPassEncoderDraw(pass, pass_.vertex_count, 1, 0, 0);