diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-09 09:49:51 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-09 09:49:51 +0100 |
| commit | df39c7e3efa70376fac579b178c803eb319d517f (patch) | |
| tree | 35ef2f2b1b0faa210186cd54c3796d4753aa8710 /src/tests/test_noise_functions.cc | |
| parent | 538767bcf85c0d269b090434383f7499167af566 (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/tests/test_noise_functions.cc')
| -rw-r--r-- | src/tests/test_noise_functions.cc | 28 |
1 files changed, 15 insertions, 13 deletions
diff --git a/src/tests/test_noise_functions.cc b/src/tests/test_noise_functions.cc index bdb42c9..f8dfc93 100644 --- a/src/tests/test_noise_functions.cc +++ b/src/tests/test_noise_functions.cc @@ -11,7 +11,8 @@ // Test that noise shader can be loaded and composed static bool test_noise_shader_loading() { - const char* noise_shader = (const char*)GetAsset(AssetId::ASSET_SHADER_MATH_NOISE); + const char* noise_shader = + (const char*)GetAsset(AssetId::ASSET_SHADER_MATH_NOISE); if (!noise_shader) { fprintf(stderr, "FAILED: Could not load noise shader asset\n"); return false; @@ -19,17 +20,17 @@ static bool test_noise_shader_loading() { // Check for key function signatures const char* expected_funcs[] = { - "fn hash_1f(x: f32) -> f32", - "fn hash_2f(p: vec2<f32>) -> f32", - "fn hash_3f(p: vec3<f32>) -> f32", - "fn hash_2f_2f(p: vec2<f32>) -> vec2<f32>", - "fn hash_3f_3f(p: vec3<f32>) -> vec3<f32>", - "fn hash_1u(p: u32) -> f32", - "fn noise_2d(p: vec2<f32>) -> f32", - "fn noise_3d(p: vec3<f32>) -> f32", - "fn gyroid(p: vec3<f32>) -> f32", - "fn fbm_2d(p: vec2<f32>, octaves: i32) -> f32", - "fn fbm_3d(p: vec3<f32>, octaves: i32) -> f32", + "fn hash_1f(x: f32) -> f32", + "fn hash_2f(p: vec2<f32>) -> f32", + "fn hash_3f(p: vec3<f32>) -> f32", + "fn hash_2f_2f(p: vec2<f32>) -> vec2<f32>", + "fn hash_3f_3f(p: vec3<f32>) -> vec3<f32>", + "fn hash_1u(p: u32) -> f32", + "fn noise_2d(p: vec2<f32>) -> f32", + "fn noise_3d(p: vec3<f32>) -> f32", + "fn gyroid(p: vec3<f32>) -> f32", + "fn fbm_2d(p: vec2<f32>, octaves: i32) -> f32", + "fn fbm_3d(p: vec3<f32>, octaves: i32) -> f32", }; int func_count = sizeof(expected_funcs) / sizeof(expected_funcs[0]); @@ -50,7 +51,8 @@ static bool test_noise_composition() { // Debug: Check if noise asset can be loaded size_t noise_size = 0; - const char* noise_data = (const char*)GetAsset(AssetId::ASSET_SHADER_MATH_NOISE, &noise_size); + const char* noise_data = + (const char*)GetAsset(AssetId::ASSET_SHADER_MATH_NOISE, &noise_size); if (!noise_data) { fprintf(stderr, "FAILED: Could not load ASSET_SHADER_MATH_NOISE\n"); return false; |
