summaryrefslogtreecommitdiff
path: root/src/tests/test_post_process_helper.cc
diff options
context:
space:
mode:
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/tests/test_post_process_helper.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/tests/test_post_process_helper.cc')
-rw-r--r--src/tests/test_post_process_helper.cc27
1 files changed, 23 insertions, 4 deletions
diff --git a/src/tests/test_post_process_helper.cc b/src/tests/test_post_process_helper.cc
index 7078c6e..104bbc3 100644
--- a/src/tests/test_post_process_helper.cc
+++ b/src/tests/test_post_process_helper.cc
@@ -61,6 +61,7 @@ fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4<f32> {
@group(0) @binding(0) var input_sampler: sampler;
@group(0) @binding(1) var input_texture: texture_2d<f32>;
@group(0) @binding(2) var<uniform> uniforms: vec4<f32>;
+@group(0) @binding(3) var<uniform> effect_params: vec4<f32>; // Dummy for testing
@fragment
fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
@@ -122,10 +123,15 @@ static void test_bind_group_creation() {
GpuBuffer uniforms = {uniform_buffer, 16};
+ // Dummy effect params buffer for testing (matches vec4<f32>)
+ WGPUBuffer dummy_params_buffer_handle =
+ wgpuDeviceCreateBuffer(fixture.device(), &uniform_desc);
+ GpuBuffer dummy_effect_params_buffer = {dummy_params_buffer_handle, 16};
+
// Test bind group creation
WGPUBindGroup bind_group = nullptr;
pp_update_bind_group(fixture.device(), pipeline, &bind_group, input_view,
- uniforms);
+ uniforms, dummy_effect_params_buffer);
assert(bind_group != nullptr && "Bind group should be created successfully");
fprintf(stdout, " ✓ Bind group created successfully\n");
@@ -135,6 +141,7 @@ static void test_bind_group_creation() {
wgpuTextureViewRelease(input_view);
wgpuTextureRelease(input_texture);
wgpuBufferRelease(uniform_buffer);
+ wgpuBufferRelease(dummy_params_buffer_handle);
wgpuRenderPipelineRelease(pipeline);
fprintf(stdout, " ✓ Resources released\n");
}
@@ -168,16 +175,21 @@ static void test_bind_group_update() {
wgpuDeviceCreateBuffer(fixture.device(), &uniform_desc);
GpuBuffer uniforms = {uniform_buffer, 16};
+ // Dummy effect params buffer for testing (matches vec4<f32>)
+ WGPUBuffer dummy_params_buffer_handle =
+ wgpuDeviceCreateBuffer(fixture.device(), &uniform_desc);
+ GpuBuffer dummy_effect_params_buffer = {dummy_params_buffer_handle, 16};
+
// Create initial bind group
WGPUBindGroup bind_group = nullptr;
pp_update_bind_group(fixture.device(), pipeline, &bind_group, view1,
- uniforms);
+ uniforms, dummy_effect_params_buffer);
assert(bind_group != nullptr && "Initial bind group should be created");
fprintf(stdout, " ✓ Initial bind group created\n");
// Update bind group (should release old and create new)
pp_update_bind_group(fixture.device(), pipeline, &bind_group, view2,
- uniforms);
+ uniforms, dummy_effect_params_buffer);
assert(bind_group != nullptr && "Updated bind group should be created");
fprintf(stdout, " ✓ Bind group updated successfully\n");
@@ -188,6 +200,7 @@ static void test_bind_group_update() {
wgpuTextureViewRelease(view2);
wgpuTextureRelease(texture2);
wgpuBufferRelease(uniform_buffer);
+ wgpuBufferRelease(dummy_params_buffer_handle);
wgpuRenderPipelineRelease(pipeline);
fprintf(stdout, " ✓ Resources released\n");
}
@@ -225,10 +238,15 @@ static void test_full_setup() {
wgpuDeviceCreateBuffer(fixture.device(), &uniform_desc);
GpuBuffer uniforms = {uniform_buffer, 16};
+ // Dummy effect params buffer for testing (matches vec4<f32>)
+ WGPUBuffer dummy_params_buffer_handle =
+ wgpuDeviceCreateBuffer(fixture.device(), &uniform_desc);
+ GpuBuffer dummy_effect_params_buffer = {dummy_params_buffer_handle, 16};
+
// Create bind group
WGPUBindGroup bind_group = nullptr;
pp_update_bind_group(fixture.device(), pipeline, &bind_group, input_view,
- uniforms);
+ uniforms, dummy_effect_params_buffer);
assert(bind_group != nullptr && "Bind group creation failed");
fprintf(stdout, " ✓ Pipeline and bind group ready\n");
@@ -269,6 +287,7 @@ static void test_full_setup() {
wgpuTextureViewRelease(input_view);
wgpuTextureRelease(input_texture);
wgpuBufferRelease(uniform_buffer);
+ wgpuBufferRelease(dummy_params_buffer_handle);
wgpuRenderPipelineRelease(pipeline);
fprintf(stdout, " ✓ Full setup test completed\n");