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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.h
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.h')
-rw-r--r--src/gpu/gpu.h12
1 files changed, 2 insertions, 10 deletions
diff --git a/src/gpu/gpu.h b/src/gpu/gpu.h
index 3796517..876aa84 100644
--- a/src/gpu/gpu.h
+++ b/src/gpu/gpu.h
@@ -7,7 +7,6 @@
#include "platform/platform.h"
struct PlatformState; // Forward declaration
-class Effect; // Forward declaration
// GPU context bundling device, queue, and surface format
struct GpuContext {
@@ -39,22 +38,15 @@ struct RenderPass {
uint32_t instance_count;
};
-class MainSequence; // Forward declaration
-
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();
-const GpuContext* gpu_get_context();
-MainSequence* gpu_get_main_sequence();
+WGPUSurface gpu_get_surface();
-#if !defined(STRIP_ALL)
-void gpu_simulate_until(float time, float bpm = 120.0f);
-void gpu_add_custom_effect(Effect* effect, float start_time, float end_time,
- int priority);
-#endif
+const GpuContext* gpu_get_context();
// Placeholder for GPU performance capture.
// This define can be controlled via CMake to conditionally enable profiling