diff options
| author | skal <pascal.massimino@gmail.com> | 2026-03-08 09:36:02 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-08 09:36:02 +0100 |
| commit | 8358ce4a9a2b6e683f75474cb338d10675776629 (patch) | |
| tree | 12e4157cf76b17c1a4b6caf0ddecf13af5728b7b /workspaces | |
| parent | deecfe84810cb1915d66474978f845c885bfa576 (diff) | |
fix: Correct and simplify test asset manifest
Updated 'workspaces/test/assets.txt' to use the new explicit asset types, resolving a compilation error in the generated test assets.
Also, streamlined the asset list to include only a few representative examples, which will result in a more concise and focused generated test file.
Diffstat (limited to 'workspaces')
| -rw-r--r-- | workspaces/test/assets.txt | 98 |
1 files changed, 7 insertions, 91 deletions
diff --git a/workspaces/test/assets.txt b/workspaces/test/assets.txt index 273ab68..028bb8f 100644 --- a/workspaces/test/assets.txt +++ b/workspaces/test/assets.txt @@ -1,94 +1,10 @@ # WORKSPACE: test -# Asset Name, Compression Type, Filename/Placeholder, Description -# -# Compression types: -# NONE - Raw binary embed (shaders, meshes, .spec files) -# MP3 - MP3 audio; decoded to spectrogram at runtime -# PROC(func, ...) - CPU procedural generation at init -# PROC_GPU(func,..) - GPU compute procedural generation at init +# Asset Name, Asset Type, Filename/Placeholder, Description -# --- Drum & Percussion Samples --- -KICK_1, NONE, music/KICK_606.spec, "606 Kick" -KICK_2, NONE, music/KICK_90S_2.spec, "90s Kick" -SNARE_1, NONE, music/SNARE_808.spec, "808 Snare" -SNARE_2, NONE, music/SNARE_909_TUNE_8.spec, "909 Snare" -SNARE_3, NONE, music/SNARE_BLUE_ROOM.spec, "Snare Blue Room" -HIHAT_1, NONE, music/HIHAT_CLOSED_DMX.spec, "DMX Closed Hi-hat" -HIHAT_2, NONE, music/HIHAT_CLOSED_DUFF.spec, "Duff Closed Hi-hat" -HIHAT_3, NONE, music/HIHAT_CLOSED_ER_1.spec, "ER-1 Closed Hi-hat" -CRASH_1, NONE, music/CRASH_DMX.spec, "DMX Crash" -RIDE_1, NONE, music/RIDE_CUP_1.spec, "Ride Cymbal" -SPLASH_1, NONE, music/SPLASH_GROUNDED.spec, "Splash Cymbal" - -# --- Melodic Samples --- -BASS_1, NONE, music/BASS_GUITAR_FEEL.spec, "Bass Guitar" -BASS_2, NONE, music/BASS_SYNTH_1.spec, "Synth Bass 1" -BASS_3, NONE, music/SYNTH_BASS_DISTORT.spec, "Distorted Synth Bass" - -# --- Procedural Textures --- -NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapping" - -# --- WGSL Shaders & Snippets --- -SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader" -SHADER_COMMON_UNIFORMS, NONE, ../../src/shaders/common_uniforms.wgsl, "Common Uniforms Snippet" -SHADER_SDF_SHAPES, NONE, ../../src/shaders/math/sdf_shapes.wgsl, "SDF Shapes (2D/3D primitives)" -SHADER_LIGHTING, NONE, ../../src/shaders/lighting.wgsl, "Lighting Snippet" -SHADER_RAY_BOX, NONE, ../../src/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet" -SHADER_RAY_TRIANGLE, NONE, ../../src/shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)" -SHADER_SNIPPET_A, NONE, shaders/test_snippet_a.wgsl, "Test Snippet A" -SHADER_SNIPPET_B, NONE, shaders/test_snippet_b.wgsl, "Test Snippet B" -SHADER_MAIN, NONE, shaders/main_shader.wgsl, "Main Heptagon Shader" -SHADER_PARTICLE_COMPUTE, NONE, ../../src/effects/particle_compute.wgsl, "Particle Compute Shader" -SHADER_PARTICLE_RENDER, NONE, ../../src/effects/particle_render.wgsl, "Particle Render Shader" -SHADER_PASSTHROUGH, NONE, ../../src/shaders/passthrough.wgsl, "Passthrough Shader" -SHADER_ELLIPSE, NONE, ../../src/effects/ellipse.wgsl, "Ellipse Shader" -SHADER_PARTICLE_SPRAY_COMPUTE, NONE, ../../src/effects/particle_spray_compute.wgsl, "Particle Spray Compute" -SHADER_GAUSSIAN_BLUR, NONE, ../../src/effects/gaussian_blur.wgsl, "Gaussian Blur Shader" -SHADER_SOLARIZE, NONE, ../../src/effects/solarize.wgsl, "Solarize Shader" -SHADER_DISTORT, NONE, ../../src/effects/distort.wgsl, "Distort Shader" -SHADER_CHROMA_ABERRATION, NONE, ../../src/effects/chroma_aberration.wgsl, "Chroma Aberration Shader" -SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader" -SHADER_SKYBOX, NONE, ../../src/shaders/skybox.wgsl, "Skybox background shader" -SHADER_MATH_SDF_SHAPES, NONE, ../../src/shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet" -SHADER_MATH_SDF_UTILS, NONE, ../../src/shaders/math/sdf_utils.wgsl, "SDF Utils Snippet" -SHADER_MATH_COMMON_UTILS, NONE, ../../src/shaders/math/common_utils.wgsl, "Common Math Utils" -SHADER_MATH_NOISE, NONE, ../../src/shaders/math/noise.wgsl, "RNG and Noise Functions" -SHADER_RENDER_SHADOWS, NONE, ../../src/shaders/render/shadows.wgsl, "Shadows Snippet" -SHADER_RENDER_SCENE_QUERY_BVH, NONE, ../../src/shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)" -SHADER_RENDER_SCENE_QUERY_LINEAR, NONE, ../../src/shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)" -SHADER_RENDER_LIGHTING_UTILS, NONE, ../../src/shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet" -SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader" -MESH_CUBE, NONE, obj/test_mesh.obj, "A simple cube mesh" -DODECAHEDRON, NONE, obj/dodecahedron.obj, "A dodecahedron mesh" -SHADER_RENDER_FULLSCREEN_VS, NONE, ../../src/shaders/render/fullscreen_vs.wgsl, "Fullscreen Vertex Shader" -SHADER_RENDER_FULLSCREEN_UV_VS, NONE, ../../src/shaders/render/fullscreen_uv_vs.wgsl, "Fullscreen Vertex Shader + UV" -SHADER_MATH_COLOR, NONE, ../../src/shaders/math/color.wgsl, "Color Functions" -SHADER_MATH_UTILS, NONE, ../../src/shaders/math/utils.wgsl, "Math Utilities" -SHADER_RENDER_RAYMARCHING, NONE, ../../src/shaders/render/raymarching.wgsl, "Raymarching Functions" -SHADER_RENDER_RAYMARCHING_ID, NONE, ../../src/shaders/render/raymarching_id.wgsl, "Raymarching-ID Functions" -SHADER_VIGNETTE, NONE, ../../src/effects/vignette.wgsl, "Vignette Shader" -SHADER_COMPUTE_GEN_NOISE, NONE, ../../src/shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader" -SHADER_COMPUTE_GEN_PERLIN, NONE, ../../src/shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader" -SHADER_COMPUTE_GEN_GRID, NONE, ../../src/shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader" -SHADER_COMPUTE_GEN_BLEND, NONE, ../../src/shaders/compute/gen_blend.wgsl, "GPU Blend Composite Shader" -SHADER_COMPUTE_GEN_MASK, NONE, ../../src/shaders/compute/gen_mask.wgsl, "GPU Mask Composite Shader" -CIRCLE_MASK_COMPUTE_SHADER, NONE, shaders/circle_mask_compute.wgsl, "Circle mask compute shader" -CIRCLE_MASK_RENDER_SHADER, NONE, shaders/circle_mask_render.wgsl, "Circle mask render shader" -MASKED_CUBE_SHADER, NONE, shaders/masked_cube.wgsl, "Masked cube shader" - -# --- Sequence Shaders --- -SHADER_SEQUENCE_V2_UNIFORMS, NONE, ../../src/shaders/sequence_uniforms.wgsl, "Sequence Uniforms Snippet" -SHADER_POSTPROCESS_INLINE, NONE, ../../src/shaders/postprocess_inline.wgsl, "Inline Post-Process Functions" -SHADER_PASSTHROUGH_V2, NONE, ../../src/shaders/passthrough.wgsl, "Passthrough Shader" -SHADER_GAUSSIAN_BLUR_V2, NONE, ../../src/shaders/gaussian_blur.wgsl, "Gaussian Blur Shader" -SHADER_HEPTAGON_V2, NONE, ../../src/shaders/heptagon.wgsl, "Heptagon Shader" -SHADER_ROTATING_CUBE_V2, NONE, ../../src/effects/rotating_cube.wgsl, "Rotating Cube Shader" -SHADER_FLASH, NONE, ../../src/effects/flash.wgsl, "Flash Shader" - -# --- Test Assets (for test_assets.cc) --- -TEST_ASSET_1, NONE, test_assets/test_asset_1.txt, "Test static asset" -TEST_IMAGE, NONE, test_assets/test_image.png, "Test 2x2 RGBA PNG image" -PROC_NOISE_256, PROC(gen_noise_256, 42, 0), _, "Procedural 256x256 noise" -PROC_UNKNOWN, PROC(unknown_func, 0, 0), _, "Unknown procedural function" -PROC_FAIL, PROC(gen_fail, 0, 0), _, "Failing procedural function" +# --- Test Assets --- +TEST_WGSL, WGSL, shaders/test_snippet_a.wgsl, "Test WGSL asset" +TEST_SPEC, SPEC, music/KICK_606.spec, "Test SPEC asset" +TEST_MESH, MESH, obj/test_mesh.obj, "Test MESH asset" +TEST_TEXTURE, TEXTURE, test_assets/test_image.png, "Test TEXTURE asset" TEST_MP3, MP3, test_assets/test.mp3, "Test MP3 asset" +TEST_PROC, PROC(gen_noise, 1, 2), _, "Test PROC asset" |
