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/solarize_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/solarize_effect.cc')
| -rw-r--r-- | src/gpu/effects/solarize_effect.cc | 19 |
1 files changed, 11 insertions, 8 deletions
diff --git a/src/gpu/effects/solarize_effect.cc b/src/gpu/effects/solarize_effect.cc index 31b6c2e..d74d708 100644 --- a/src/gpu/effects/solarize_effect.cc +++ b/src/gpu/effects/solarize_effect.cc @@ -6,20 +6,23 @@ // --- SolarizeEffect --- SolarizeEffect::SolarizeEffect(const GpuContext& ctx) : PostProcessEffect(ctx) { - uniforms_ = - gpu_create_buffer(ctx_.device, sizeof(float) * 6, - WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); + uniforms_.init(ctx.device); pipeline_ = create_post_process_pipeline(ctx_.device, ctx_.format, solarize_shader_wgsl); } void SolarizeEffect::render(WGPURenderPassEncoder pass, float t, float b, float i, float a) { - struct { - float t, b, i, a, w, h; - } u = {t, b, i, a, (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); PostProcessEffect::render(pass, t, b, i, a); } void SolarizeEffect::update_bind_group(WGPUTextureView v) { - pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, v, uniforms_); + pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, v, + uniforms_.get(), {}); } |
