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Diffstat (limited to 'TODO.md')
| -rw-r--r-- | TODO.md | 50 |
1 files changed, 39 insertions, 11 deletions
@@ -4,6 +4,14 @@ This file tracks prioritized tasks with detailed attack plans. **Note:** For a history of recently completed tasks, see `COMPLETED.md`. +## Recently Completed (February 8, 2026) + +- [x] **Shader Parametrization System**: Full uniform parameter system with .seq syntax support. FlashEffect now supports color/decay parameters with per-frame animation. See `COMPLETED.md` for details. +- [x] **ChromaAberrationEffect Parametrization**: Added offset_scale and angle parameters. Supports diagonal and vertical aberration modes via .seq syntax. +- [x] **GaussianBlurEffect Parametrization**: Added strength parameter. Replaces hardcoded blur radius with configurable value. + +--- + ## Priority 1: Audio Pipeline Simplification & Jitter Fix (Task #71) [COMPLETED] **Goal**: Address audio jittering in the miniaudio backend and simplify the entire audio pipeline (Synth, Tracker, AudioEngine, AudioBackend) for better maintainability and performance. @@ -93,24 +101,37 @@ This file tracks prioritized tasks with detailed attack plans. --- -## Priority 2: Audio Pipeline Streamlining (Task #72) +## Priority 2: Audio Pipeline Streamlining (Task #72) [COMPLETED - February 8, 2026] **Goal**: Optimize the audio pipeline to reduce memory copies and simplify the data flow by using direct additive mixing and deferred clipping. -- [ ] **Phase 1: Direct Additive Mixing** - - Modify `Synth` and `Tracker` to accept a target output buffer for direct additive mixing instead of returning isolated voice samples. - - Eliminate temporary buffers used for individual voice rendering. -- [ ] **Phase 2: Float32 Internal Pipeline** - - Ensure the entire internal pipeline (synthesis, mixing) maintains full `float32` precision without intermediate clipping. -- [ ] **Phase 3: Final Clipping & Conversion** - - Implement a single, final stage that performs clipping (limiter/clamping) and conversion to `int16` (or other hardware-native formats) just before the audio backend delivery. -- [ ] **Phase 4: Verification** - - Verify audio quality and performance improvements with `test_demo` and existing audio tests. +- [x] **Phase 1: Direct Additive Mixing** + - Added `get_write_region()` / `commit_write()` API to ring buffer + - Refactored `audio_render_ahead()` to write directly to ring buffer + - Eliminated temporary buffer allocations (zero heap allocations per frame) + - Removed one memory copy operation (temp → ring buffer) +- [x] **Phase 2: Float32 Internal Pipeline** + - Verified entire pipeline maintains float32 precision (no changes needed) +- [x] **Phase 3: Final Clipping & Conversion** + - Implemented in-place clipping in `audio_render_ahead()` (clamps to [-1.0, 1.0]) + - Applied to both primary and wrap-around render paths +- [x] **Phase 4: Verification** + - All 31 tests pass ✅ + - WAV dump test confirms no clipping detected + - Binary size: 5.0M stripped (expected -150 to -300 bytes from eliminating new/delete) + - Zero audio quality regressions + +**Files Modified:** +- `src/audio/ring_buffer.h` - Added two-phase write API +- `src/audio/ring_buffer.cc` - Implemented get_write_region() / commit_write() +- `src/audio/audio.cc` - Refactored audio_render_ahead() for direct writes + clipping + +**See:** `/Users/skal/.claude/plans/fizzy-strolling-rossum.md` for detailed implementation plan --- ## Priority 2: 3D System Enhancements (Task #18) -**Goal:** Establish a pipeline for importing complex 3D scenes to replace hardcoded geometry. +**Goal:** Establish a pipeline for importing complex 3D scenes to replace hardcoded geometry. **Progress:** C++ pipeline for loading and processing object-specific data (like plane_distance) is now in place. Shader integration for SDFs is pending. ## Priority 3: WGSL Modularization (Task #50) [RECURRENT] @@ -237,6 +258,13 @@ This file tracks prioritized tasks with detailed attack plans. - **Priority**: Low (current workflow acceptable, but nice-to-have for rapid iteration) ### Visual Effects +- [ ] **Task #73: Extend Shader Parametrization** [IN PROGRESS - 2/4 complete] + - **Goal**: Extend uniform parameter system to ChromaAberrationEffect, GaussianBlurEffect, DistortEffect, SolarizeEffect + - **Pattern**: Follow FlashEffect implementation (UniformHelper, params struct, .seq syntax) + - **Completed**: ChromaAberrationEffect (offset_scale, angle), GaussianBlurEffect (strength) + - **Remaining**: DistortEffect, SolarizeEffect + - **Priority**: Medium (quality-of-life improvement for artists) + - **Estimated Impact**: ~200-300 bytes per effect - [ ] **Task #52: Procedural SDF Font**: Minimal bezier/spline set for [A-Z, 0-9] and SDF rendering. - [ ] **Task #55: SDF Random Planes Intersection**: Implement `sdPolyhedron` (crystal/gem shapes) via plane intersection. - [ ] **Task #54: Tracy Integration**: Integrate Tracy debugger for performance profiling. |
