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-rw-r--r--src/tests/gpu/test_effect_base.cc34
1 files changed, 17 insertions, 17 deletions
diff --git a/src/tests/gpu/test_effect_base.cc b/src/tests/gpu/test_effect_base.cc
index ddccad4..8b0e6b2 100644
--- a/src/tests/gpu/test_effect_base.cc
+++ b/src/tests/gpu/test_effect_base.cc
@@ -1,13 +1,13 @@
// This file is part of the 64k demo project.
-// It tests the EffectV2/SequenceV2 lifecycle using headless rendering.
+// It tests the Effect/Sequence lifecycle using headless rendering.
// Verifies effect initialization and basic rendering.
#include "../common/effect_test_helpers.h"
#include "../common/offscreen_render_target.h"
#include "../common/webgpu_test_fixture.h"
-#include "effects/passthrough_effect_v2.h"
-#include "gpu/effect_v2.h"
-#include "gpu/sequence_v2.h"
+#include "effects/passthrough_effect.h"
+#include "gpu/effect.h"
+#include "gpu/sequence.h"
#include <cassert>
#include <cstdio>
#include <memory>
@@ -80,19 +80,19 @@ static void test_effect_construction() {
return;
}
- // Create PassthroughEffectV2 (simple effect)
- auto effect = std::make_shared<PassthroughEffectV2>(
+ // Create PassthroughEffect (simple effect)
+ auto effect = std::make_shared<PassthroughEffect>(
fixture.ctx(), std::vector<std::string>{"source"},
std::vector<std::string>{"sink"});
assert(effect != nullptr && "Effect should be constructed");
- fprintf(stdout, " ✓ PassthroughEffectV2 constructed\n");
+ fprintf(stdout, " ✓ PassthroughEffect constructed\n");
}
// Test 4: Effect added to sequence DAG
static void test_effect_in_sequence() {
- fprintf(stdout, "Testing effect in SequenceV2 DAG...\n");
+ fprintf(stdout, "Testing effect in Sequence DAG...\n");
WebGPUTestFixture fixture;
if (!fixture.init()) {
@@ -101,10 +101,10 @@ static void test_effect_in_sequence() {
}
// Create minimal sequence with one effect
- class TestSequence : public SequenceV2 {
+ class TestSequence : public Sequence {
public:
- TestSequence(const GpuContext& ctx, int w, int h) : SequenceV2(ctx, w, h) {
- auto effect = std::make_shared<PassthroughEffectV2>(
+ TestSequence(const GpuContext& ctx, int w, int h) : Sequence(ctx, w, h) {
+ auto effect = std::make_shared<PassthroughEffect>(
ctx, std::vector<std::string>{"source"},
std::vector<std::string>{"sink"});
@@ -133,10 +133,10 @@ static void test_sequence_render() {
OffscreenRenderTarget target(fixture.instance(), fixture.device(), 256, 256);
- class TestSequence : public SequenceV2 {
+ class TestSequence : public Sequence {
public:
- TestSequence(const GpuContext& ctx, int w, int h) : SequenceV2(ctx, w, h) {
- auto effect = std::make_shared<PassthroughEffectV2>(
+ TestSequence(const GpuContext& ctx, int w, int h) : Sequence(ctx, w, h) {
+ auto effect = std::make_shared<PassthroughEffect>(
ctx, std::vector<std::string>{"source"},
std::vector<std::string>{"sink"});
@@ -176,15 +176,15 @@ static void test_sequence_time_params() {
return;
}
- class TestSequence : public SequenceV2 {
+ class TestSequence : public Sequence {
public:
- TestSequence(const GpuContext& ctx, int w, int h) : SequenceV2(ctx, w, h) {
+ TestSequence(const GpuContext& ctx, int w, int h) : Sequence(ctx, w, h) {
init_effect_nodes();
}
void preprocess(float seq_time, float beat_time, float beat_phase,
float audio_intensity) override {
- SequenceV2::preprocess(seq_time, beat_time, beat_phase, audio_intensity);
+ Sequence::preprocess(seq_time, beat_time, beat_phase, audio_intensity);
last_time = seq_time;
}