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-rw-r--r--PROJECT_CONTEXT.md30
1 files changed, 25 insertions, 5 deletions
diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md
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@@ -35,9 +35,10 @@ Style:
### Current Status
- Audio system: Sample-accurate synchronization achieved. Uses hardware playback time as master clock. Variable tempo support integrated. **Pipeline optimized (Task #72)**: Zero heap allocations per frame, direct ring buffer writes, explicit clipping. Comprehensive test coverage maintained.
- Build system: Optimized with proper asset dependency tracking
-- Shader system: Modular with comprehensive compilation tests
+- Shader system: Modular with comprehensive compilation tests. **WGSL composability improved**: Common utilities extracted (`math/common_utils.wgsl`) with 12 call sites deduplicated across renderer shaders.
- 3D rendering: Hybrid SDF/rasterization with BVH acceleration and binary scene loader. **Object data loading and parsing pipeline enhanced for primitives (e.g., plane_distance).**
- Asset pipeline: Blender export script and binary scene ingestion supported
+- Error handling: **Dual macro system**: `FATAL_XXX` for programming errors (abort), `CHECK_RETURN` for recoverable errors (graceful return). Messages stripped in STRIP_ALL builds.
---
## Next Up
@@ -50,10 +51,10 @@ Style:
- Phase 3: File I/O (load .wav/.spec, export procedural_params.txt + C++ code)
- See `doc/SPECTRAL_BRUSH_EDITOR.md` for complete design
-- **Task #72: Audio Pipeline Streamlining**
- - Optimize data flow: reduce copies and temp buffers.
- - Direct additive mixing: have tracker add samples directly to output buffer.
- - Precision: maintain float32 internally, clip/convert at the very end.
+- **Task #72: Audio Pipeline Streamlining** [COMPLETED - February 8, 2026]
+ - ✅ Optimize data flow: Zero heap allocations per frame achieved
+ - ✅ Direct additive mixing: Ring buffer two-phase write API
+ - ✅ Precision: float32 internal pipeline with explicit clipping
- **Visuals & Content**
- [ ] **Task #52: Procedural SDF Font**: Minimal bezier/spline set for [A-Z, 0-9] and SDF rendering.
@@ -86,6 +87,25 @@ Style:
---
*For a detailed list of all completed tasks, see the git history.*
+## Recently Completed (February 2026)
+
+- **WGSL Shader Composability** - Extracted common utilities to `math/common_utils.wgsl`:
+ - `transform_normal()` - 2 call sites (renderer_3d, mesh_render)
+ - `spherical_uv()` / `spherical_uv_from_dir()` - 8 call sites (renderer_3d, skybox)
+ - `grid_pattern()` - 2 call sites (renderer_3d)
+ - Size savings: ~200 bytes net
+
+- **Test Suite Optimization** - JitteredAudioBackendTest: 3.5s → 0.07s (50x speedup)
+ - Reduced test duration and sleep times
+ - Full CI suite now <1 second
+
+- **CHECK_RETURN Macro System** - Error handling for recoverable errors:
+ - `CHECK_RETURN_IF()` - Simple validation with return
+ - `CHECK_RETURN_BEGIN/END` - Complex validation with cleanup
+ - `WARN_IF()` - Non-fatal warnings
+ - Applied to 5 call sites (asset_manager, test_demo)
+ - Size impact: ~500 bytes saved in STRIP_ALL builds
+
## Architectural Overview
### Hybrid 3D Renderer