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authorskal <pascal.massimino@gmail.com>2026-02-16 11:54:46 +0100
committerskal <pascal.massimino@gmail.com>2026-02-16 11:54:46 +0100
commitaf5d0e4c3a6cb773a4fb51ac32f4c33a7f8d8224 (patch)
treea76464ca40a43d6042ed5431547008cfbe746c34 /src/gpu/gpu.cc
parent8eeadaf0d5653c21b948103e4d328f634b739a17 (diff)
feat(sequence): complete v2 migration with DAG-based routing
Phase 4 complete: V1 system removed, v2 fully operational. Architecture Changes: - Explicit Node system with typed buffers (u8x4_norm, f32x4, depth24) - DAG effect routing with multi-input/multi-output support - Python compiler (seq_compiler_v2.py) with topological sort and ping-pong optimization - Compile-time node aliasing for framebuffer reuse V1 Removal (~4KB): - Deleted effect.h/cc base classes (1.4KB) - Deleted 19 v1 effect pairs: heptagon, particles, passthrough, gaussian_blur, solarize, scene1, chroma_aberration, vignette, hybrid_3d, flash_cube, theme_modulation, fade, flash, circle_mask, rotating_cube, sdf_test, distort, moving_ellipse, particle_spray (2.7KB) V2 Effects Ported: - PassthroughEffectV2, PlaceholderEffectV2 - GaussianBlurEffectV2 (multi-pass with temp nodes) - HeptagonEffectV2 (scene effect with dummy texture) - ParticlesEffectV2 (compute + render, format fixed) - RotatingCubeEffectV2 (3D with depth node) - Hybrid3DEffectV2 (Renderer3D integration, dummy textures for noise/sky) Compiler Features: - DAG validation (cycle detection, connectivity checks) - Topological sort for execution order - Ping-pong optimization (aliased node detection) - Surface-based and encoder-based RenderV2Timeline generation - init_effect_nodes() automatic generation Fixes Applied: - WebGPU binding layout validation (standard v2 post-process layout) - Surface format mismatch (ctx.format for blit, RGBA8Unorm for framebuffers) - Depth attachment compatibility (removed forced depth from gpu_create_render_pass) - Renderer3D texture initialization (created dummy 1x1 white textures) - ParticlesEffectV2 format (changed from ctx.format to RGBA8Unorm) - Encoder-based RenderV2Timeline (added missing preprocess() call) Testing: - 34/36 tests passing (2 v1-dependent tests disabled) - demo64k runs successfully (no crashes) - All seek positions work (--seek 12, --seek 15 validated) Documentation: - Updated PROJECT_CONTEXT.md (v2 status, reference to SEQUENCE_v2.md) - Added completion entry to COMPLETED.md TODO (Future): - Port CNN effects to v2 - Implement flatten mode (--flatten code generation) - Port remaining 10+ effects - Update HTML timeline editor for v2 (deferred) handoff(Claude): Sequence v2 migration complete, v1 removed, system operational. Phase 5 (editor) deferred per user preference. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/gpu/gpu.cc')
-rw-r--r--src/gpu/gpu.cc45
1 files changed, 14 insertions, 31 deletions
diff --git a/src/gpu/gpu.cc b/src/gpu/gpu.cc
index ff4def7..647833c 100644
--- a/src/gpu/gpu.cc
+++ b/src/gpu/gpu.cc
@@ -3,7 +3,7 @@
// Driven by audio peaks for synchronized visual effects.
#include "gpu.h"
-#include "effect.h"
+#include "generated/timeline_v2.h"
#include "gpu/shader_composer.h"
#include "gpu/shaders.h"
#include "platform/platform.h"
@@ -28,7 +28,6 @@ static WGPUSurfaceConfiguration g_config = {};
static WGPUTextureFormat g_format = WGPUTextureFormat_BGRA8Unorm;
static GpuContext g_gpu_context = {};
-static MainSequence g_main_sequence;
// --- Helper Functions ---
@@ -218,12 +217,8 @@ RenderPass gpu_create_render_pass(WGPUDevice device, WGPUTextureFormat format,
pipeline_desc.multisample.mask = 0xFFFFFFFF;
pipeline_desc.fragment = &fragment_state;
- // Depth Stencil State (Required for compatibility with MainSequence pass)
- WGPUDepthStencilState depth_stencil = {};
- depth_stencil.format = WGPUTextureFormat_Depth24Plus;
- depth_stencil.depthWriteEnabled = WGPUOptionalBool_False;
- depth_stencil.depthCompare = WGPUCompareFunction_Always;
- pipeline_desc.depthStencil = &depth_stencil;
+ // No depth stencil for v2 effects (v1 removed)
+ pipeline_desc.depthStencil = nullptr;
pass.pipeline = wgpuDeviceCreateRenderPipeline(device, &pipeline_desc);
@@ -453,14 +448,17 @@ void gpu_init(PlatformState* platform_state) {
InitShaderComposer();
- g_main_sequence.init(g_gpu_context, platform_state->width,
- platform_state->height);
+ // V2: Sequences initialized by InitializeV2Sequences() called from main
}
void gpu_draw(float audio_peak, float aspect_ratio, float time, float beat_time,
float beat_phase) {
- g_main_sequence.render_frame(time, beat_time, beat_phase, audio_peak,
- aspect_ratio, g_surface);
+ // V2: Rendering handled by RenderV2Timeline() called from main
+ (void)audio_peak;
+ (void)aspect_ratio;
+ (void)time;
+ (void)beat_time;
+ (void)beat_phase;
}
void gpu_resize(int width, int height) {
@@ -469,32 +467,17 @@ void gpu_resize(int width, int height) {
g_config.width = width;
g_config.height = height;
wgpuSurfaceConfigure(g_surface, &g_config);
- g_main_sequence.resize(width, height);
+ // V2: Resize handled by RenderV2Timeline() framebuffer recreation
}
const GpuContext* gpu_get_context() {
return &g_gpu_context;
}
-MainSequence* gpu_get_main_sequence() {
- return &g_main_sequence;
+WGPUSurface gpu_get_surface() {
+ return g_surface;
}
void gpu_shutdown() {
- g_main_sequence.shutdown();
+ // V2: Shutdown handled by sequence cleanup
}
-
-#if !defined(STRIP_ALL)
-void gpu_simulate_until(float time, float bpm) {
- g_main_sequence.simulate_until(time, 1.0f / 60.0f, bpm);
-}
-
-void gpu_add_custom_effect(Effect* effect, float start_time, float end_time,
- int priority) {
- auto seq = std::make_shared<Sequence>();
- seq->init(&g_main_sequence);
- seq->add_effect(std::shared_ptr<Effect>(effect), 0.0f, end_time - start_time,
- priority);
- g_main_sequence.add_sequence(seq, start_time, priority);
-}
-#endif