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## Recently Completed (February 6, 2026)
+- [x] **Critical Shader Bug Fixes & Test Infrastructure** (February 6, 2026)
+ - [x] **Shader Validation Errors**: Fixed three critical WGSL bugs causing demo64k and test_3d_render crashes:
+ - Removed dead code using non-existent `inverse()` function in renderer_3d.wgsl
+ - Fixed `get_normal_basic()` signature mismatch in sdf_utils.wgsl and lighting.wgsl (obj_type: f32 → obj_params: vec4<f32>)
+ - Fixed scene_query_linear.wgsl incorrectly declaring binding 2 (BVH buffer) - was identical to BVH version due to copy-paste error
+ - [x] **Root Cause**: Linear shader mode expected no binding 2, but shader declared it, causing pipeline/shader mismatch
+ - [x] **New Test Coverage**: Created `test_shader_compilation.cc` that compiles all production shaders through WebGPU, tests both BVH and Linear composition modes, validates WGSL syntax/bindings/types
+ - [x] **Test Gap Analysis**: Existing test_shader_assets only checked keywords, not actual compilation. New test would have caught all three bugs.
+ - **Result**: demo64k runs without WebGPU errors, test_3d_render no longer crashes, 22/23 tests pass (FftTest unrelated), comprehensive regression prevention
+
- [x] **Task C: Build System Optimization** (February 6, 2026)
- [x] **Header Split**: Refactored `asset_manager.h` into `asset_manager_dcl.h` (forward declarations), `asset_manager.h` (core API), and `asset_manager_utils.h` (typed helpers for TextureAsset/MeshAsset).
- [x] **Asset Dependency Tracking**: Added file-level dependencies for all assets (.wgsl shaders, .spec audio, .obj meshes). CMake now tracks 42 demo assets + 17 test assets individually.