diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-09 13:52:37 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-09 13:52:37 +0100 |
| commit | c712874ece1ca7073904f5fb84cc866d28084de0 (patch) | |
| tree | f46727b58d3ac0e4ba3f36d50ea147c086282232 /src/gpu/texture_manager.h | |
| parent | 0151a43cd179bd08584347e13327a3a722bddf2a (diff) | |
feat(gpu): Add GPU procedural texture generation system
Phase 1 implementation complete:
- GPU compute shader for noise generation (gen_noise.wgsl)
- TextureManager extensions: create_gpu_noise_texture(), dispatch_noise_compute()
- Asset packer PROC_GPU() syntax support with validation
- ShaderComposer integration for #include resolution
- Zero CPU memory overhead (GPU-only textures)
- Init-time and on-demand generation modes
Technical details:
- 8×8 workgroup size for 256×256 textures
- UniformBuffer for params (width, height, seed, frequency)
- Storage texture binding (rgba8unorm, write-only)
- Lazy pipeline compilation on first use
- ~300 bytes code (Phase 1)
Testing:
- New test: test_gpu_procedural.cc (passes)
- All 34 tests passing (100%)
Future phases:
- Phase 2: Add gen_perlin, gen_grid compute shaders
- Phase 3: Variable dimensions, async generation
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/gpu/texture_manager.h')
| -rw-r--r-- | src/gpu/texture_manager.h | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/src/gpu/texture_manager.h b/src/gpu/texture_manager.h index 23fdbe8..0cffe0c 100644 --- a/src/gpu/texture_manager.h +++ b/src/gpu/texture_manager.h @@ -23,6 +23,13 @@ struct GpuTexture { int height; }; +struct GpuProceduralParams { + int width; + int height; + const float* params; + int num_params; +}; + class TextureManager { public: void init(WGPUDevice device, WGPUQueue queue); @@ -36,11 +43,24 @@ class TextureManager { void create_texture(const std::string& name, int width, int height, const uint8_t* data); + // GPU procedural generation + void create_gpu_noise_texture(const std::string& name, + const GpuProceduralParams& params); + +#if !defined(STRIP_ALL) + // On-demand lazy generation (stripped in final builds) + WGPUTextureView get_or_generate_gpu_texture(const std::string& name, + const GpuProceduralParams& params); +#endif + // Retrieves a texture view by name (returns nullptr if not found) WGPUTextureView get_texture_view(const std::string& name); private: + void dispatch_noise_compute(WGPUTexture target, + const GpuProceduralParams& params); WGPUDevice device_; WGPUQueue queue_; std::map<std::string, GpuTexture> textures_; + WGPUComputePipeline noise_compute_pipeline_ = nullptr; }; |
