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authorskal <pascal.massimino@gmail.com>2026-02-09 09:49:51 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 09:49:51 +0100
commitdf39c7e3efa70376fac579b178c803eb319d517f (patch)
tree35ef2f2b1b0faa210186cd54c3796d4753aa8710 /src/test_demo.cc
parent538767bcf85c0d269b090434383f7499167af566 (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/test_demo.cc')
-rw-r--r--src/test_demo.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/test_demo.cc b/src/test_demo.cc
index 2e6e340..a438bbc 100644
--- a/src/test_demo.cc
+++ b/src/test_demo.cc
@@ -86,7 +86,7 @@ class PeakMeterEffect : public PostProcessEffect {
void update_bind_group(WGPUTextureView input_view) {
pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
- uniforms_);
+ uniforms_, {});
}
void render(WGPURenderPassEncoder pass, float time, float beat,