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@@ -29,7 +29,34 @@ Detailed historical documents have been moved to `doc/archive/` for reference:
Use `read @doc/archive/FILENAME.md` to access archived documents.
-## Recently Completed (February 8, 2026)
+## Recently Completed (February 9, 2026)
+
+- [x] **WGSL Uniform Buffer Validation & Consolidation (Task #75)**
+ - **Goal**: Standardize uniform buffer usage across all post-process effects and add validation tooling
+ - **Implementation**:
+ - Refactored `DistortEffect` and others to use `CommonPostProcessUniforms` (binding 2) + `EffectParams` (binding 3)
+ - Created `tools/validate_uniforms.py` to parse C++ and WGSL (including embedded strings) and verify size/alignment
+ - Added validation step to CMake build system
+ - Renamed generic `EffectParams` to specific names (`FadeParams`, `CircleMaskParams`, etc.) in WGSL and C++
+ - Added `doc/UNIFORM_BUFFER_GUIDELINES.md` and updated `CONTRIBUTING.md`
+ - **Result**: Consistent binding layout across all effects, automatic validation on build
+
+- [x] **Uniform Buffer Alignment (Task #74)**
+ - **Goal**: Fix WGSL struct alignment issues causing validation errors and crashes
+ - **Implementation**:
+ - `circle_mask_compute.wgsl`: Changed `_pad: vec3<f32>` to three `f32` fields for correct 16-byte alignment
+ - `fade_effect.cc`: Changed EffectParams padding from `vec3<f32>` to `_pad0/1/2: f32`
+ - `theme_modulation_effect.cc`: Same padding fix for EffectParams
+ - Fixed ODR violation in `demo_effects.h` (incomplete FadeEffect forward declaration)
+ - Renamed shadowing `uniforms_` members to `common_uniforms_`/`flash_uniforms_`
+ - **Result**: demo64k runs without crashes, 32/33 tests passing (97%), 0 WebGPU validation errors
+
+- [x] **Fix test_demo Black Screen**
+ - **Issue**: `test_demo` showed black screen because it failed to load its timeline sequence (`assets/test_demo.seq`)
+ - **Fix**: Added missing `LoadTimeline` call in `src/test_demo.cc`
+ - **Result**: `FlashEffect` and `PeakMeterEffect` now render correctly
+
+## Previously Completed (February 8, 2026)
- [x] **Shader Parametrization System (Task #73 Phase 0)** (February 8, 2026)
- **Goal**: Enable per-frame dynamic parameters for shaders and effects via uniform buffers and .seq syntax