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| author | skal <pascal.massimino@gmail.com> | 2026-05-20 22:44:44 +0200 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-05-20 22:44:44 +0200 |
| commit | 5d20c892dedce7bc7486acbd72fbd35da69e413e (patch) | |
| tree | 05e04d5e689504c2421cd5772e91a42ee69608ab /src/gpu/gpu.h | |
| parent | 6ef8f578817ee0134fd5867ca3b80590e3eb2368 (diff) | |
fix: code review cleanup — bugs, dead code, factorization (-167 lines)
Bugs:
- B1: fix dead tempo debug (prev_tempo captured after assignment)
- B2: fix ReloadAssetsFromFile leak for disk-loaded assets; simplify DropAsset
- B3: fix get_free_pool_slot leak (unregister synth + free data on reuse)
- B4: volatile -> std::atomic with acquire/release in miniaudio_backend, synth
- B5: fix unaligned reads in scene_loader (memcpy-based read_f32/read_u32)
- B6: fix shader module + BGL + pipeline layout leaks in gpu.cc, pipeline_builder
Dead code:
- D1: remove unused particle_defs.h
- D3: remove create_post_process_pipeline_simple (zero callers)
- D4: remove empty gpu_draw()
- D5: remove write-only Hybrid3D::initialized_
- D6: remove legacy pending buffer path in audio.cc
Factorization:
- F1: Effect::run_fullscreen_pass() replaces boilerplate in 5 effects
- F2: particle_common.wgsl snippet, #include in 3 WGSL shaders
- F3: gpu_create_shader_module() helper, used in 3 call sites
- F5: get_world_aabb() shared between bvh.cc and physics.cc
- F6: samples_to_seconds() replaces 6 inline expressions
- F7: gpu_create_linear/nearest_sampler use SamplerCache; add nearest() preset
37/37 tests passing.
handoff(Claude): code review batch — all items verified, no regressions.
Diffstat (limited to 'src/gpu/gpu.h')
| -rw-r--r-- | src/gpu/gpu.h | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/src/gpu/gpu.h b/src/gpu/gpu.h index bbced41..c5d0123 100644 --- a/src/gpu/gpu.h +++ b/src/gpu/gpu.h @@ -34,8 +34,6 @@ struct RenderPass { }; void gpu_init(PlatformState* platform_state); -void gpu_draw(float audio_peak, float aspect_ratio, float time, float beat_time, - float beat_phase); void gpu_resize(int width, int height); void gpu_shutdown(); @@ -92,6 +90,11 @@ gpu_create_render_pass(WGPUDevice device, const char* shader_code, ResourceBinding* bindings, int num_bindings); +// Create a shader module from WGSL source code +WGPUShaderModule gpu_create_shader_module(WGPUDevice device, + const char* wgsl_code, + const char* label = "shader"); + // Common sampler configurations WGPUSampler gpu_create_linear_sampler(WGPUDevice device); WGPUSampler gpu_create_nearest_sampler(WGPUDevice device); |
