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-rw-r--r--PROJECT_CONTEXT.md1
-rw-r--r--TODO.md4
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diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md
index 88f8638..1d10331 100644
--- a/PROJECT_CONTEXT.md
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@@ -41,6 +41,7 @@ Style:
- [ ] **Asset Pipeline**: Update `asset_packer` and runtime loader for 3D scenes.
### Future Goals
+- **Task #26: Shader Asset Testing & Validation**: Develop comprehensive tests for `ShaderComposer` and WGSL asset loading/composition.
- **Task #5: Implement Spectrogram Editor**
- [ ] Develop a web-based tool (`tools/editor`) for creating and editing `.spec` files visually.
- **Task #21: Shader Optimization**
diff --git a/TODO.md b/TODO.md
index a0c5acb..15d1149 100644
--- a/TODO.md
+++ b/TODO.md
@@ -19,6 +19,10 @@ This file tracks prioritized tasks with detailed attack plans.
- [ ] **Attack Plan - Runtime Loader:** Implement a minimal C++ parser to load the scene data into the ECS/Renderer.
## Future Goals
+- [ ] **Task #26: Shader Asset Testing & Validation**:
+ - [ ] **Attack Plan - `ShaderComposer` Unit Tests**: Add tests to `test_shader_composer.cc` to verify correct snippet registration, retrieval, and composition for various WGSL shader assets.
+ - [ ] **Attack Plan - Asset Content Validation**: Implement checks (e.g., in `test_assets.cc`) to ensure loaded WGSL shader assets are non-empty and contain expected entry points (`vs_main`, `fs_main`, `main` for compute shaders).
+ - [ ] **Attack Plan - Runtime Shader Validation**: Integrate basic validation steps into the rendering pipeline (e.g., in `gpu.cc`) to log warnings or errors if compiled shader modules are invalid, providing earlier feedback than WebGPU validation errors.
- [ ] **Task #21: Shader Optimization**: Normal factorization and Tri-planar mapping.
- [ ] **Task #5: Spectrogram Editor**: Web-based visual tool for extreme audio compression.
- [ ] **Task #22: Windows Native Platform**: Replace GLFW with direct Win32 API calls for the final 64k push.