diff options
Diffstat (limited to 'src')
63 files changed, 660 insertions, 701 deletions
diff --git a/src/3d/renderer_draw.cc b/src/3d/renderer_draw.cc index 2b19787..f2d1323 100644 --- a/src/3d/renderer_draw.cc +++ b/src/3d/renderer_draw.cc @@ -61,7 +61,7 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera, if (obj.type == ObjectType::PLANE && obj.shared_user_data) { // Safely cast shared_user_data to PlaneData* and get distance plane_distance = - static_cast<PlaneData*>(obj.shared_user_data.get())->distance; + ((PlaneData*)(obj.shared_user_data.get()))->distance; } data.params = diff --git a/src/3d/renderer_pipelines.cc b/src/3d/renderer_pipelines.cc index fed3983..57e71ae 100644 --- a/src/3d/renderer_pipelines.cc +++ b/src/3d/renderer_pipelines.cc @@ -17,7 +17,7 @@ void Renderer3D::create_pipeline() { WGPURenderPipeline Renderer3D::create_pipeline_impl(bool use_bvh) { // Main SDF shader size_t size; - const char* shader_code = reinterpret_cast<const char*>( + const char* shader_code = (const char*)( GetAsset(AssetId::ASSET_SHADER_RENDERER_3D, &size)); // Compose the final shader by substituting the scene query implementation @@ -134,7 +134,7 @@ WGPURenderPipeline Renderer3D::create_pipeline_impl(bool use_bvh) { void Renderer3D::create_mesh_pipeline() { size_t size; - const char* shader_code = reinterpret_cast<const char*>( + const char* shader_code = (const char*)( GetAsset(AssetId::ASSET_SHADER_MESH, &size)); ShaderComposer::CompositionMap composition_map; @@ -261,7 +261,7 @@ void Renderer3D::create_mesh_pipeline() { void Renderer3D::create_skybox_pipeline() { size_t size; - const char* shader_code = reinterpret_cast<const char*>( + const char* shader_code = (const char*)( GetAsset(AssetId::ASSET_SHADER_SKYBOX, &size)); std::string composed_shader = diff --git a/src/3d/scene_loader.cc b/src/3d/scene_loader.cc index 286edca..1ff2cc2 100644 --- a/src/3d/scene_loader.cc +++ b/src/3d/scene_loader.cc @@ -9,7 +9,9 @@ #include <new> // For std::nothrow #include <vector> -bool SceneLoader::LoadScene(Scene& scene, const uint8_t* data, size_t size) { +namespace SceneLoader { + +bool LoadScene(Scene& scene, const uint8_t* data, size_t size) { if (!data || size < 16) { // Header size check printf("SceneLoader: Data too small\n"); return false; @@ -23,11 +25,11 @@ bool SceneLoader::LoadScene(Scene& scene, const uint8_t* data, size_t size) { size_t offset = 4; - uint32_t num_objects = *reinterpret_cast<const uint32_t*>(data + offset); + uint32_t num_objects = *(const uint32_t*)(data + offset); offset += 4; - uint32_t num_cameras = *reinterpret_cast<const uint32_t*>(data + offset); + uint32_t num_cameras = *(const uint32_t*)(data + offset); offset += 4; - uint32_t num_lights = *reinterpret_cast<const uint32_t*>(data + offset); + uint32_t num_lights = *(const uint32_t*)(data + offset); offset += 4; // printf("SceneLoader: Loading %d objects, %d cameras, %d lights\n", @@ -43,48 +45,48 @@ bool SceneLoader::LoadScene(Scene& scene, const uint8_t* data, size_t size) { if (offset + 4 > size) return false; - uint32_t type_val = *reinterpret_cast<const uint32_t*>(data + offset); + uint32_t type_val = *(const uint32_t*)(data + offset); offset += 4; ObjectType type = (ObjectType)type_val; if (offset + 12 + 16 + 12 + 16 > size) return false; // Transforms + Color - float px = *reinterpret_cast<const float*>(data + offset); + float px = *(const float*)(data + offset); offset += 4; - float py = *reinterpret_cast<const float*>(data + offset); + float py = *(const float*)(data + offset); offset += 4; - float pz = *reinterpret_cast<const float*>(data + offset); + float pz = *(const float*)(data + offset); offset += 4; vec3 pos(px, py, pz); - float rx = *reinterpret_cast<const float*>(data + offset); + float rx = *(const float*)(data + offset); offset += 4; - float ry = *reinterpret_cast<const float*>(data + offset); + float ry = *(const float*)(data + offset); offset += 4; - float rz = *reinterpret_cast<const float*>(data + offset); + float rz = *(const float*)(data + offset); offset += 4; - float rw = *reinterpret_cast<const float*>(data + offset); + float rw = *(const float*)(data + offset); offset += 4; quat rot(rx, ry, rz, rw); - float sx = *reinterpret_cast<const float*>(data + offset); + float sx = *(const float*)(data + offset); offset += 4; - float sy = *reinterpret_cast<const float*>(data + offset); + float sy = *(const float*)(data + offset); offset += 4; - float sz = *reinterpret_cast<const float*>(data + offset); + float sz = *(const float*)(data + offset); offset += 4; vec3 scale(sx, sy, sz); // Color components (cr, cg, cb, ca) - float cr = *reinterpret_cast<const float*>(data + offset); + float cr = *(const float*)(data + offset); offset += 4; - float cg = *reinterpret_cast<const float*>(data + offset); + float cg = *(const float*)(data + offset); offset += 4; - float cb = *reinterpret_cast<const float*>(data + offset); + float cb = *(const float*)(data + offset); offset += 4; // Read ca, advance offset AFTER reading ca, then construct color - float ca = *reinterpret_cast<const float*>(data + offset); + float ca = *(const float*)(data + offset); offset += 4; // Offset is now after ca vec4 color(cr, cg, cb, ca); @@ -94,7 +96,7 @@ bool SceneLoader::LoadScene(Scene& scene, const uint8_t* data, size_t size) { // Check bounds before reading plane_distance if (offset + 4 > size) return false; - plane_distance = *reinterpret_cast<const float*>(data + offset); + plane_distance = *(const float*)(data + offset); offset += 4; // Advance offset after reading plane_distance } @@ -103,7 +105,7 @@ bool SceneLoader::LoadScene(Scene& scene, const uint8_t* data, size_t size) { // either after ca (if not PLANE) or after plane_distance (if PLANE). if (offset + 4 > size) return false; - uint32_t name_len = *reinterpret_cast<const uint32_t*>(data + offset); + uint32_t name_len = *(const uint32_t*)(data + offset); offset += 4; AssetId mesh_id = (AssetId)0; // Default or INVALID (if 0 is invalid) @@ -129,11 +131,11 @@ bool SceneLoader::LoadScene(Scene& scene, const uint8_t* data, size_t size) { // Physics properties if (offset + 4 + 4 + 4 > size) return false; - float mass = *reinterpret_cast<const float*>(data + offset); + float mass = *(const float*)(data + offset); offset += 4; - float restitution = *reinterpret_cast<const float*>(data + offset); + float restitution = *(const float*)(data + offset); offset += 4; - uint32_t is_static_u32 = *reinterpret_cast<const uint32_t*>(data + offset); + uint32_t is_static_u32 = *(const uint32_t*)(data + offset); offset += 4; bool is_static = (is_static_u32 != 0); @@ -155,9 +157,9 @@ bool SceneLoader::LoadScene(Scene& scene, const uint8_t* data, size_t size) { // Use std::make_shared for exception safety and efficiency obj.shared_user_data = std::make_shared<PlaneData>(); // Assign the plane distance - // Safely cast void* to PlaneData* using static_cast on the shared_ptr's + // Safely cast void* to PlaneData* using C-style cast on the shared_ptr's // get() - static_cast<PlaneData*>(obj.shared_user_data.get())->distance = + ((PlaneData*)(obj.shared_user_data.get()))->distance = plane_distance; } @@ -166,4 +168,5 @@ bool SceneLoader::LoadScene(Scene& scene, const uint8_t* data, size_t size) { } return true; -}
\ No newline at end of file +} +} // namespace SceneLoader
\ No newline at end of file diff --git a/src/3d/scene_loader.h b/src/3d/scene_loader.h index eabfb7a..c4fb9e9 100644 --- a/src/3d/scene_loader.h +++ b/src/3d/scene_loader.h @@ -4,12 +4,11 @@ #include <cstddef> #include <cstdint> -// SceneLoader handles parsing of binary scene files (.bin) exported from -// Blender. It populates a Scene object with objects, lights, and cameras. -class SceneLoader { - public: - // Loads a scene from a binary buffer. - // Returns true on success, false on failure (e.g., invalid magic, version - // mismatch). - static bool LoadScene(Scene& scene, const uint8_t* data, size_t size); -}; +namespace SceneLoader { + +// Loads a scene from a binary buffer. +// Returns true on success, false on failure (e.g., invalid magic, version +// mismatch). +bool LoadScene(Scene& scene, const uint8_t* data, size_t size); + +} // namespace SceneLoader diff --git a/src/app/main.cc b/src/app/main.cc index eefec03..e020a2a 100644 --- a/src/app/main.cc +++ b/src/app/main.cc @@ -17,10 +17,10 @@ #include <csignal> #endif #endif -#include "generated/assets.h" // Include generated asset header +#include "generated/assets.h" // Include generated asset header +#include "generated/timeline.h" // For GetDemoDuration(), RenderTimeline() #include "gpu/demo_effects.h" #include "gpu/gpu.h" -#include "generated/timeline.h" // For GetDemoDuration(), RenderTimeline() #include "platform/platform.h" #include "util/math.h" #include <cmath> @@ -211,7 +211,8 @@ int main(int argc, char** argv) { } audio_start(); - g_last_audio_time = 0.0f; // Initialize to zero (will use smooth interpolation) + g_last_audio_time = + 0.0f; // Initialize to zero (will use smooth interpolation) #if !defined(STRIP_ALL) // Hot-reload setup @@ -414,8 +415,8 @@ int main(int argc, char** argv) { } // Draw graphics using v2 timeline - RenderTimeline(gpu_get_surface(), (float)current_physical_time, width, height, - absolute_beat_time, visual_peak); + RenderTimeline(gpu_get_surface(), (float)current_physical_time, width, + height, absolute_beat_time, visual_peak); last_frame_time = current_physical_time; } diff --git a/src/app/test_demo.cc b/src/app/test_demo.cc index 6031aef..afeb3bd 100644 --- a/src/app/test_demo.cc +++ b/src/app/test_demo.cc @@ -309,7 +309,7 @@ int main(int argc, char** argv) { // Draw graphics using v2 timeline const float graphics_frame_time = (float)current_physical_time; RenderTimeline(gpu_get_surface(), graphics_frame_time, width, height, - absolute_beat_time, visual_peak); + absolute_beat_time, visual_peak); } // Shutdown diff --git a/src/audio/audio.cc b/src/audio/audio.cc index 9a6d689..89380cd 100644 --- a/src/audio/audio.cc +++ b/src/audio/audio.cc @@ -245,7 +245,8 @@ float audio_get_playback_time() { const double elapsed = current_time - last_callback_time; const float interpolated_samples = (float)(elapsed * RING_BUFFER_SAMPLE_RATE * RING_BUFFER_CHANNELS); - const float total_samples = (float)last_callback_samples + interpolated_samples; + const float total_samples = + (float)last_callback_samples + interpolated_samples; return total_samples / (RING_BUFFER_SAMPLE_RATE * RING_BUFFER_CHANNELS); } } diff --git a/src/audio/backend/miniaudio_backend.cc b/src/audio/backend/miniaudio_backend.cc index ac473b4..312d36e 100644 --- a/src/audio/backend/miniaudio_backend.cc +++ b/src/audio/backend/miniaudio_backend.cc @@ -161,8 +161,8 @@ void MiniaudioBackend::audio_callback(ma_device* pDevice, void* pOutput, } #endif /* defined(DEBUG_LOG_RING_BUFFER) */ - // Peak calculation moved to audio_get_realtime_peak() for RMS-based measurement - // (uses ring buffer peek for accurate time-windowed RMS) + // Peak calculation moved to audio_get_realtime_peak() for RMS-based + // measurement (uses ring buffer peek for accurate time-windowed RMS) } #if defined(DEBUG_LOG_AUDIO) @@ -199,8 +199,8 @@ void MiniaudioBackend::init() { // Solution 1: Force OS-level sample rate to 32kHz to avoid resampling config.coreaudio.allowNominalSampleRateChange = MA_TRUE; - // Solution 2: Use conservative performance profile for larger buffers - config.performanceProfile = ma_performance_profile_conservative; + // Solution 2: Use low-latency performance profile for regular callbacks + config.performanceProfile = ma_performance_profile_low_latency; // Let Core Audio choose the period size based on conservative profile config.periodSizeInFrames = 0; // 0 = let backend decide diff --git a/src/audio/backend/miniaudio_backend.h b/src/audio/backend/miniaudio_backend.h index 435496c..953a0c0 100644 --- a/src/audio/backend/miniaudio_backend.h +++ b/src/audio/backend/miniaudio_backend.h @@ -34,7 +34,7 @@ class MiniaudioBackend : public AudioBackend { static volatile float realtime_peak_; // Smooth playback time interpolation (updated in callback) - static volatile double last_callback_time_; // Absolute CLOCK_MONOTONIC time + static volatile double last_callback_time_; // Absolute CLOCK_MONOTONIC time static volatile int64_t last_callback_samples_; // Static callback required by miniaudio C API diff --git a/src/audio/tracker.cc b/src/audio/tracker.cc index e7da26a..9446c6f 100644 --- a/src/audio/tracker.cc +++ b/src/audio/tracker.cc @@ -149,7 +149,8 @@ void tracker_init() { for (uint32_t pid = 0; pid < g_tracker_patterns_count; ++pid) { const TrackerPattern& pattern = g_tracker_patterns[pid]; for (uint32_t i = 1; i < pattern.num_events; ++i) { - FATAL_CHECK(pattern.events[i].unit_time >= pattern.events[i - 1].unit_time, + FATAL_CHECK(pattern.events[i].unit_time >= + pattern.events[i - 1].unit_time, "Pattern %d has unsorted events: event[%d].time=%.3f < " "event[%d].time=%.3f\n", pid, i, pattern.events[i].unit_time, i - 1, diff --git a/src/effects/flash_effect.cc b/src/effects/flash_effect.cc index 1d0e629..7baf6a2 100644 --- a/src/effects/flash_effect.cc +++ b/src/effects/flash_effect.cc @@ -2,21 +2,21 @@ // Pulses white based on beat timing #include "effects/flash_effect.h" +#include "effects/shaders.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" #include "util/fatal_error.h" -FlashEffect::FlashEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), - sampler_(nullptr), dummy_texture_(nullptr), dummy_texture_view_(nullptr) { +Flash::Flash(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time), pipeline_(nullptr), + bind_group_(nullptr), sampler_(nullptr), dummy_texture_(nullptr), + dummy_texture_view_(nullptr) { HEADLESS_RETURN_IF_NULL(ctx_.device); uniforms_buffer_.init(ctx_.device); - pipeline_ = create_post_process_pipeline(ctx_.device, - WGPUTextureFormat_RGBA8Unorm, - flash_shader_wgsl); + pipeline_ = create_post_process_pipeline( + ctx_.device, WGPUTextureFormat_RGBA8Unorm, flash_shader_wgsl); // Create dummy sampler (scene effects don't use texture input) WGPUSamplerDescriptor sampler_desc = {}; @@ -39,17 +39,21 @@ FlashEffect::FlashEffect(const GpuContext& ctx, dummy_texture_view_ = wgpuTextureCreateView(dummy_texture_, nullptr); } -FlashEffect::~FlashEffect() { - if (bind_group_) wgpuBindGroupRelease(bind_group_); - if (pipeline_) wgpuRenderPipelineRelease(pipeline_); - if (sampler_) wgpuSamplerRelease(sampler_); - if (dummy_texture_view_) wgpuTextureViewRelease(dummy_texture_view_); - if (dummy_texture_) wgpuTextureRelease(dummy_texture_); +Flash::~Flash() { + if (bind_group_) + wgpuBindGroupRelease(bind_group_); + if (pipeline_) + wgpuRenderPipelineRelease(pipeline_); + if (sampler_) + wgpuSamplerRelease(sampler_); + if (dummy_texture_view_) + wgpuTextureViewRelease(dummy_texture_view_); + if (dummy_texture_) + wgpuTextureRelease(dummy_texture_); } -void FlashEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void Flash::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, NodeRegistry& nodes) { // Get output view (scene effects typically write to output, ignore input) WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); @@ -57,22 +61,20 @@ void FlashEffect::render(WGPUCommandEncoder encoder, uniforms_buffer_.update(ctx_.queue, params); // Update bind group (use dummy texture for scene effect) - pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, dummy_texture_view_, - uniforms_buffer_.get(), {nullptr, 0}); + pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, + dummy_texture_view_, uniforms_buffer_.get(), + {nullptr, 0}); // Render pass WGPURenderPassColorAttachment color_attachment = {}; - color_attachment.view = output_view; - color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; - color_attachment.loadOp = WGPULoadOp_Clear; - color_attachment.storeOp = WGPUStoreOp_Store; - color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0}; + gpu_init_color_attachment(color_attachment, output_view); WGPURenderPassDescriptor pass_desc = {}; pass_desc.colorAttachmentCount = 1; pass_desc.colorAttachments = &color_attachment; - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); diff --git a/src/effects/flash_effect.h b/src/effects/flash_effect.h index b9bbff8..1117e0a 100644 --- a/src/effects/flash_effect.h +++ b/src/effects/flash_effect.h @@ -5,15 +5,14 @@ #include "gpu/effect.h" #include "gpu/uniform_helper.h" -class FlashEffect : public Effect { +class Flash : public Effect { public: - FlashEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); - ~FlashEffect() override; + Flash(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); + ~Flash() override; - void render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, + void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; private: diff --git a/src/effects/gaussian_blur_effect.cc b/src/effects/gaussian_blur_effect.cc index adb094c..7304321 100644 --- a/src/effects/gaussian_blur_effect.cc +++ b/src/effects/gaussian_blur_effect.cc @@ -1,21 +1,22 @@ -// Gaussian blur effect v2 implementation +// Gaussian blur effect implementation #include "effects/gaussian_blur_effect.h" -#include "util/fatal_error.h" +#include "effects/shaders.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "util/fatal_error.h" -GaussianBlurEffect::GaussianBlurEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), +GaussianBlur::GaussianBlur(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time), pipeline_(nullptr), bind_group_(nullptr), sampler_(nullptr) { // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); // Create pipeline - pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - gaussian_blur_v2_shader_wgsl); + pipeline_ = create_post_process_pipeline( + ctx_.device, WGPUTextureFormat_RGBA8Unorm, gaussian_blur_shader_wgsl); // Create sampler WGPUSamplerDescriptor sampler_desc = {}; @@ -31,9 +32,9 @@ GaussianBlurEffect::GaussianBlurEffect(const GpuContext& ctx, uniforms_buffer_.init(ctx_.device); } -void GaussianBlurEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void GaussianBlur::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { // Get input/output views WGPUTextureView input_view = nodes.get_view(input_nodes_[0]); WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); @@ -67,17 +68,14 @@ void GaussianBlurEffect::render(WGPUCommandEncoder encoder, // Render pass WGPURenderPassColorAttachment color_attachment = {}; - color_attachment.view = output_view; - color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; - color_attachment.loadOp = WGPULoadOp_Clear; - color_attachment.storeOp = WGPUStoreOp_Store; - color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0}; + gpu_init_color_attachment(color_attachment, output_view); WGPURenderPassDescriptor pass_desc = {}; pass_desc.colorAttachmentCount = 1; pass_desc.colorAttachments = &color_attachment; - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); diff --git a/src/effects/gaussian_blur_effect.h b/src/effects/gaussian_blur_effect.h index 8bf34dc..cc9ff56 100644 --- a/src/effects/gaussian_blur_effect.h +++ b/src/effects/gaussian_blur_effect.h @@ -6,7 +6,7 @@ #include "gpu/uniform_helper.h" struct GaussianBlurParams { - float strength = 1.0f; + float strength = 8.0f; float strength_audio = 0.5f; float stretch = 1.0f; float _pad = 0.0f; @@ -14,11 +14,11 @@ struct GaussianBlurParams { static_assert(sizeof(GaussianBlurParams) == 16, "GaussianBlurParams must be 16 bytes"); -class GaussianBlurEffect : public Effect { +class GaussianBlur : public Effect { public: - GaussianBlurEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); + GaussianBlur(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; @@ -31,4 +31,3 @@ class GaussianBlurEffect : public Effect { UniformBuffer<GaussianBlurParams> params_buffer_; UniformBuffer<UniformsSequenceParams> uniforms_buffer_; }; - diff --git a/src/effects/heptagon_effect.cc b/src/effects/heptagon_effect.cc index 303ab2a..c472f2f 100644 --- a/src/effects/heptagon_effect.cc +++ b/src/effects/heptagon_effect.cc @@ -1,24 +1,26 @@ -// Heptagon effect v2 implementation +// Heptagon effect implementation #include "effects/heptagon_effect.h" -#include "util/fatal_error.h" +#include "effects/shaders.h" #include "gpu/gpu.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "util/fatal_error.h" -HeptagonEffect::HeptagonEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), sampler_(nullptr) { +Heptagon::Heptagon(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time), pipeline_(nullptr), bind_group_(nullptr), + sampler_(nullptr) { // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); // Init uniforms uniforms_buffer_.init(ctx_.device); - // Create pipeline (standard v2 post-process, no depth) - pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - heptagon_v2_shader_wgsl); + // Create pipeline (standard post-process, no depth) + pipeline_ = create_post_process_pipeline( + ctx_.device, WGPUTextureFormat_RGBA8Unorm, heptagon_shader_wgsl); // Create dummy sampler (scene effects don't use texture input) WGPUSamplerDescriptor sampler_desc = {}; @@ -41,17 +43,22 @@ HeptagonEffect::HeptagonEffect(const GpuContext& ctx, dummy_texture_view_ = wgpuTextureCreateView(dummy_texture_, nullptr); } -HeptagonEffect::~HeptagonEffect() { - if (bind_group_) wgpuBindGroupRelease(bind_group_); - if (pipeline_) wgpuRenderPipelineRelease(pipeline_); - if (sampler_) wgpuSamplerRelease(sampler_); - if (dummy_texture_view_) wgpuTextureViewRelease(dummy_texture_view_); - if (dummy_texture_) wgpuTextureRelease(dummy_texture_); +Heptagon::~Heptagon() { + if (bind_group_) + wgpuBindGroupRelease(bind_group_); + if (pipeline_) + wgpuRenderPipelineRelease(pipeline_); + if (sampler_) + wgpuSamplerRelease(sampler_); + if (dummy_texture_view_) + wgpuTextureViewRelease(dummy_texture_view_); + if (dummy_texture_) + wgpuTextureRelease(dummy_texture_); } -void HeptagonEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void Heptagon::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { // Get output view (scene effects typically write to output, ignore input) WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); @@ -59,25 +66,23 @@ void HeptagonEffect::render(WGPUCommandEncoder encoder, uniforms_buffer_.update(ctx_.queue, params); // Create bind group (use dummy texture for scene effect) - pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, dummy_texture_view_, - uniforms_buffer_.get(), {nullptr, 0}); + pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, + dummy_texture_view_, uniforms_buffer_.get(), + {nullptr, 0}); // Render pass WGPURenderPassColorAttachment color_attachment = {}; - color_attachment.view = output_view; - color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; - color_attachment.loadOp = WGPULoadOp_Clear; - color_attachment.storeOp = WGPUStoreOp_Store; - color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0}; + gpu_init_color_attachment(color_attachment, output_view); WGPURenderPassDescriptor pass_desc = {}; pass_desc.colorAttachmentCount = 1; pass_desc.colorAttachments = &color_attachment; - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); - wgpuRenderPassEncoderDraw(pass, 21, 1, 0, 0); // 7 triangles * 3 vertices + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); // Fullscreen triangle wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderRelease(pass); } diff --git a/src/effects/heptagon_effect.h b/src/effects/heptagon_effect.h index 9f148a1..ef05d79 100644 --- a/src/effects/heptagon_effect.h +++ b/src/effects/heptagon_effect.h @@ -5,11 +5,12 @@ #include "gpu/effect.h" #include "gpu/uniform_helper.h" -class HeptagonEffect : public Effect { +class Heptagon : public Effect { public: - HeptagonEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); - ~HeptagonEffect(); + Heptagon(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); + ~Heptagon(); void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; @@ -22,4 +23,3 @@ class HeptagonEffect : public Effect { WGPUTextureView dummy_texture_view_; UniformBuffer<UniformsSequenceParams> uniforms_buffer_; }; - diff --git a/src/effects/hybrid3_d_effect.cc b/src/effects/hybrid3_d_effect.cc index 0e6ea35..5832b57 100644 --- a/src/effects/hybrid3_d_effect.cc +++ b/src/effects/hybrid3_d_effect.cc @@ -1,15 +1,17 @@ // This file is part of the 64k demo project. -// It implements Hybrid3DEffect (simplified v2 port). +// It implements Hybrid3D (simplified v2 port). // TODO: Full Renderer3D integration with texture manager, noise assets #include "util/fatal_error.h" #include "effects/hybrid3_d_effect.h" +#include "gpu/gpu.h" #include <cmath> -Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth"), +Hybrid3D::Hybrid3D(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time), depth_node_(outputs[0] + "_depth"), dummy_texture_(nullptr), dummy_texture_view_(nullptr) { // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); @@ -32,24 +34,12 @@ Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx, uint32_t white_pixel = 0xFFFFFFFF; #if defined(DEMO_CROSS_COMPILE_WIN32) WGPUImageCopyTexture dst = { - .texture = dummy_texture_, - .mipLevel = 0, - .origin = {0, 0, 0} - }; - WGPUTextureDataLayout data_layout = { - .bytesPerRow = 4, - .rowsPerImage = 1 - }; + .texture = dummy_texture_, .mipLevel = 0, .origin = {0, 0, 0}}; + WGPUTextureDataLayout data_layout = {.bytesPerRow = 4, .rowsPerImage = 1}; #else WGPUTexelCopyTextureInfo dst = { - .texture = dummy_texture_, - .mipLevel = 0, - .origin = {0, 0, 0} - }; - WGPUTexelCopyBufferLayout data_layout = { - .bytesPerRow = 4, - .rowsPerImage = 1 - }; + .texture = dummy_texture_, .mipLevel = 0, .origin = {0, 0, 0}}; + WGPUTexelCopyBufferLayout data_layout = {.bytesPerRow = 4, .rowsPerImage = 1}; #endif WGPUExtent3D size = {1, 1, 1}; wgpuQueueWriteTexture(ctx_.queue, &dst, &white_pixel, 4, &data_layout, &size); @@ -67,8 +57,9 @@ Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx, scene_.add_object(center); for (int i = 0; i < 8; ++i) { - ObjectType type = (i % 3 == 1) ? ObjectType::TORUS : - (i % 3 == 2) ? ObjectType::BOX : ObjectType::SPHERE; + ObjectType type = (i % 3 == 1) ? ObjectType::TORUS + : (i % 3 == 2) ? ObjectType::BOX + : ObjectType::SPHERE; Object3D obj(type); float angle = (i / 8.0f) * 6.28318f; @@ -86,7 +77,7 @@ Hybrid3DEffect::Hybrid3DEffect(const GpuContext& ctx, } } -Hybrid3DEffect::~Hybrid3DEffect() { +Hybrid3D::~Hybrid3D() { if (dummy_texture_view_) wgpuTextureViewRelease(dummy_texture_view_); if (dummy_texture_) @@ -94,14 +85,14 @@ Hybrid3DEffect::~Hybrid3DEffect() { renderer_.shutdown(); } -void Hybrid3DEffect::declare_nodes(NodeRegistry& registry) { +void Hybrid3D::declare_nodes(NodeRegistry& registry) { // Declare depth buffer node registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1); } -void Hybrid3DEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void Hybrid3D::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { // Update camera (orbiting) float angle = params.time * 0.3f; vec3 cam_pos = vec3(std::cos(angle) * 10.0f, 5.0f, std::sin(angle) * 10.0f); @@ -113,6 +104,25 @@ void Hybrid3DEffect::render(WGPUCommandEncoder encoder, WGPUTextureView color_view = nodes.get_view(output_nodes_[0]); WGPUTextureView depth_view = nodes.get_view(depth_node_); - // Render 3D scene - renderer_.render(scene_, camera_, params.time, color_view, depth_view); + // Render 3D scene using sequence encoder + WGPURenderPassColorAttachment color_attachment = {}; + gpu_init_color_attachment(color_attachment, color_view); + color_attachment.clearValue = {0.05f, 0.05f, 0.05f, 1.0f}; + + WGPURenderPassDepthStencilAttachment depth_attachment = {}; + depth_attachment.view = depth_view; + depth_attachment.depthLoadOp = WGPULoadOp_Clear; + depth_attachment.depthStoreOp = WGPUStoreOp_Store; + depth_attachment.depthClearValue = 1.0f; + + WGPURenderPassDescriptor pass_desc = {}; + pass_desc.colorAttachmentCount = 1; + pass_desc.colorAttachments = &color_attachment; + pass_desc.depthStencilAttachment = &depth_attachment; + + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + renderer_.draw(pass, scene_, camera_, params.time); + wgpuRenderPassEncoderEnd(pass); + wgpuRenderPassEncoderRelease(pass); } diff --git a/src/effects/hybrid3_d_effect.h b/src/effects/hybrid3_d_effect.h index e6e0f49..e0aa6da 100644 --- a/src/effects/hybrid3_d_effect.h +++ b/src/effects/hybrid3_d_effect.h @@ -9,16 +9,15 @@ #include "3d/scene.h" #include "gpu/effect.h" -class Hybrid3DEffect : public Effect { +class Hybrid3D : public Effect { public: - Hybrid3DEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); - ~Hybrid3DEffect() override; + Hybrid3D(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); + ~Hybrid3D() override; void declare_nodes(NodeRegistry& registry) override; - void render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, + void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; private: diff --git a/src/effects/particles_effect.cc b/src/effects/particles_effect.cc index b9e2b9c..d83f303 100644 --- a/src/effects/particles_effect.cc +++ b/src/effects/particles_effect.cc @@ -1,16 +1,17 @@ // This file is part of the 64k demo project. -// It implements the ParticlesEffect. +// It implements the Particles. -#include "util/fatal_error.h" #include "effects/particles_effect.h" +#include "effects/shaders.h" #include "gpu/gpu.h" -#include "gpu/shaders.h" +#include "util/fatal_error.h" #include <vector> -ParticlesEffect::ParticlesEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs) { +Particles::Particles(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time) { // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); @@ -49,7 +50,7 @@ ParticlesEffect::ParticlesEffect(const GpuContext& ctx, ResourceBinding compute_bindings[] = { {particles_buffer_, WGPUBufferBindingType_Storage}, {uniforms_.get(), WGPUBufferBindingType_Uniform}}; - compute_pass_ = gpu_create_compute_pass(ctx_.device, particle_compute_v2_wgsl, + compute_pass_ = gpu_create_compute_pass(ctx_.device, particle_compute_wgsl, compute_bindings, 2); compute_pass_.workgroup_size_x = (NUM_PARTICLES + 63) / 64; @@ -57,42 +58,44 @@ ParticlesEffect::ParticlesEffect(const GpuContext& ctx, ResourceBinding render_bindings[] = { {particles_buffer_, WGPUBufferBindingType_ReadOnlyStorage}, {uniforms_.get(), WGPUBufferBindingType_Uniform}}; - render_pass_ = gpu_create_render_pass(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - particle_render_v2_wgsl, render_bindings, 2); + render_pass_ = + gpu_create_render_pass(ctx_.device, WGPUTextureFormat_RGBA8Unorm, + particle_render_wgsl, render_bindings, 2); render_pass_.vertex_count = 6; render_pass_.instance_count = NUM_PARTICLES; } -void ParticlesEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void Particles::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { // Update uniforms uniforms_.update(ctx_.queue, params); // Run compute pass (particle simulation) - WGPUComputePassEncoder compute = wgpuCommandEncoderBeginComputePass(encoder, nullptr); + WGPUComputePassEncoder compute = + wgpuCommandEncoderBeginComputePass(encoder, nullptr); wgpuComputePassEncoderSetPipeline(compute, compute_pass_.pipeline); - wgpuComputePassEncoderSetBindGroup(compute, 0, compute_pass_.bind_group, 0, nullptr); - wgpuComputePassEncoderDispatchWorkgroups(compute, compute_pass_.workgroup_size_x, 1, 1); + wgpuComputePassEncoderSetBindGroup(compute, 0, compute_pass_.bind_group, 0, + nullptr); + wgpuComputePassEncoderDispatchWorkgroups( + compute, compute_pass_.workgroup_size_x, 1, 1); wgpuComputePassEncoderEnd(compute); // Run render pass (draw particles to output) WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); - WGPURenderPassColorAttachment color_attachment = { - .view = output_view, - .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED, - .loadOp = WGPULoadOp_Clear, - .storeOp = WGPUStoreOp_Store, - .clearValue = {0.0, 0.0, 0.0, 1.0}}; + WGPURenderPassColorAttachment color_attachment = {}; + gpu_init_color_attachment(color_attachment, output_view); WGPURenderPassDescriptor render_desc = { - .colorAttachmentCount = 1, - .colorAttachments = &color_attachment}; + .colorAttachmentCount = 1, .colorAttachments = &color_attachment}; - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_desc); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &render_desc); wgpuRenderPassEncoderSetPipeline(pass, render_pass_.pipeline); - wgpuRenderPassEncoderSetBindGroup(pass, 0, render_pass_.bind_group, 0, nullptr); - wgpuRenderPassEncoderDraw(pass, render_pass_.vertex_count, render_pass_.instance_count, 0, 0); + wgpuRenderPassEncoderSetBindGroup(pass, 0, render_pass_.bind_group, 0, + nullptr); + wgpuRenderPassEncoderDraw(pass, render_pass_.vertex_count, + render_pass_.instance_count, 0, 0); wgpuRenderPassEncoderEnd(pass); } diff --git a/src/effects/particles_effect.h b/src/effects/particles_effect.h index 76c2ef4..38c60d7 100644 --- a/src/effects/particles_effect.h +++ b/src/effects/particles_effect.h @@ -18,13 +18,12 @@ struct Particle { float color[4]; }; -class ParticlesEffect : public Effect { +class Particles : public Effect { public: - ParticlesEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); - void render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, + Particles(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); + void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; private: @@ -33,4 +32,3 @@ class ParticlesEffect : public Effect { GpuBuffer particles_buffer_; UniformBuffer<UniformsSequenceParams> uniforms_; }; - diff --git a/src/effects/passthrough_effect.cc b/src/effects/passthrough_effect.cc index 56e3711..b9d9337 100644 --- a/src/effects/passthrough_effect.cc +++ b/src/effects/passthrough_effect.cc @@ -1,23 +1,24 @@ -// Passthrough effect v2 implementation +// Passthrough effect implementation #include "effects/passthrough_effect.h" -#include "util/fatal_error.h" +#include "effects/shaders.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "util/fatal_error.h" -PassthroughEffect::PassthroughEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), - sampler_(nullptr) { +Passthrough::Passthrough(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, + float start_time, float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time), pipeline_(nullptr), + bind_group_(nullptr), sampler_(nullptr) { // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); // Init uniform buffer uniforms_buffer_.init(ctx_.device); // Create pipeline (simple version without effect params) - pipeline_ = create_post_process_pipeline_simple(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - passthrough_v2_shader_wgsl); + pipeline_ = create_post_process_pipeline_simple( + ctx_.device, WGPUTextureFormat_RGBA8Unorm, passthrough_shader_wgsl); // Create sampler WGPUSamplerDescriptor sampler_desc = {}; @@ -31,9 +32,9 @@ PassthroughEffect::PassthroughEffect(const GpuContext& ctx, sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); } -void PassthroughEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void Passthrough::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { // Get input/output views WGPUTextureView input_view = nodes.get_view(input_nodes_[0]); WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); @@ -62,22 +63,18 @@ void PassthroughEffect::render(WGPUCommandEncoder encoder, bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc); // Render pass - WGPURenderPassColorAttachment color_attachment = { - .view = output_view, - .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED, - .loadOp = WGPULoadOp_Clear, - .storeOp = WGPUStoreOp_Store, - .clearValue = {0.0, 0.0, 0.0, 1.0} - }; + WGPURenderPassColorAttachment color_attachment = {}; + gpu_init_color_attachment(color_attachment, output_view); WGPURenderPassDescriptor pass_desc = {}; pass_desc.colorAttachmentCount = 1; pass_desc.colorAttachments = &color_attachment; - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); - wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); // Fullscreen triangle + wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); // Fullscreen triangle wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderRelease(pass); } diff --git a/src/effects/passthrough_effect.h b/src/effects/passthrough_effect.h index 125ac5a..f684b9b 100644 --- a/src/effects/passthrough_effect.h +++ b/src/effects/passthrough_effect.h @@ -5,10 +5,11 @@ #include "gpu/effect.h" #include "gpu/uniform_helper.h" -class PassthroughEffect : public Effect { +class Passthrough : public Effect { public: - PassthroughEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); + Passthrough(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; diff --git a/src/effects/peak_meter_effect.cc b/src/effects/peak_meter_effect.cc index 692d851..d823e20 100644 --- a/src/effects/peak_meter_effect.cc +++ b/src/effects/peak_meter_effect.cc @@ -5,10 +5,11 @@ #include "gpu/shader_composer.h" #include "util/fatal_error.h" -PeakMeterEffect::PeakMeterEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr) { +PeakMeter::PeakMeter(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time), pipeline_(nullptr), bind_group_(nullptr) { HEADLESS_RETURN_IF_NULL(ctx_.device); uniforms_buffer_.init(ctx_.device); @@ -58,19 +59,20 @@ PeakMeterEffect::PeakMeterEffect(const GpuContext& ctx, std::string shader_code = ShaderComposer::Get().Compose({"common_uniforms"}, shader_main); - pipeline_ = create_post_process_pipeline(ctx_.device, - WGPUTextureFormat_RGBA8Unorm, - shader_code.c_str()); + pipeline_ = create_post_process_pipeline( + ctx_.device, WGPUTextureFormat_RGBA8Unorm, shader_code.c_str()); } -PeakMeterEffect::~PeakMeterEffect() { - if (bind_group_) wgpuBindGroupRelease(bind_group_); - if (pipeline_) wgpuRenderPipelineRelease(pipeline_); +PeakMeter::~PeakMeter() { + if (bind_group_) + wgpuBindGroupRelease(bind_group_); + if (pipeline_) + wgpuRenderPipelineRelease(pipeline_); } -void PeakMeterEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void PeakMeter::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { WGPUTextureView input_view = nodes.get_view(input_nodes_[0]); WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); @@ -79,17 +81,15 @@ void PeakMeterEffect::render(WGPUCommandEncoder encoder, uniforms_buffer_.get(), {nullptr, 0}); WGPURenderPassColorAttachment color_attachment = {}; - color_attachment.view = output_view; - color_attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; + gpu_init_color_attachment(color_attachment, output_view); color_attachment.loadOp = WGPULoadOp_Load; - color_attachment.storeOp = WGPUStoreOp_Store; - color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0}; WGPURenderPassDescriptor pass_desc = {}; pass_desc.colorAttachmentCount = 1; pass_desc.colorAttachments = &color_attachment; - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); diff --git a/src/effects/peak_meter_effect.h b/src/effects/peak_meter_effect.h index 905bcda..e397a71 100644 --- a/src/effects/peak_meter_effect.h +++ b/src/effects/peak_meter_effect.h @@ -5,15 +5,14 @@ #include "gpu/effect.h" #include "gpu/uniform_helper.h" -class PeakMeterEffect : public Effect { +class PeakMeter : public Effect { public: - PeakMeterEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); - ~PeakMeterEffect() override; + PeakMeter(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); + ~PeakMeter() override; - void render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, + void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; private: diff --git a/src/effects/placeholder_effect.cc b/src/effects/placeholder_effect.cc index d8852da..3367f1c 100644 --- a/src/effects/placeholder_effect.cc +++ b/src/effects/placeholder_effect.cc @@ -1,26 +1,27 @@ -// Placeholder effect v2 implementation - logs TODO warning once +// Placeholder effect implementation - logs TODO warning once #include "effects/placeholder_effect.h" -#include "util/fatal_error.h" +#include "effects/shaders.h" #include "gpu/post_process_helper.h" -#include "gpu/shaders.h" +#include "util/fatal_error.h" #include <cstdio> -PlaceholderEffect::PlaceholderEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs, - const char* placeholder_name) - : Effect(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr), - sampler_(nullptr), name_(placeholder_name) { +Placeholder::Placeholder(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, + float start_time, float end_time, + const char* placeholder_name) + : Effect(ctx, inputs, outputs, start_time, end_time), pipeline_(nullptr), + bind_group_(nullptr), sampler_(nullptr), name_(placeholder_name) { // Log once on construction - fprintf(stderr, "TODO: %s not yet ported to v2, using passthrough\n", name_); + fprintf(stderr, "TODO: %s not yet implemented, using passthrough\n", name_); // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); uniforms_buffer_.init(ctx_.device); - pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm, - passthrough_v2_shader_wgsl); + pipeline_ = create_post_process_pipeline( + ctx_.device, WGPUTextureFormat_RGBA8Unorm, passthrough_shader_wgsl); WGPUSamplerDescriptor sampler_desc = {}; sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; @@ -33,9 +34,9 @@ PlaceholderEffect::PlaceholderEffect(const GpuContext& ctx, sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc); } -void PlaceholderEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void Placeholder::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { WGPUTextureView input_view = nodes.get_view(input_nodes_[0]); WGPUTextureView output_view = nodes.get_view(output_nodes_[0]); @@ -44,19 +45,15 @@ void PlaceholderEffect::render(WGPUCommandEncoder encoder, pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view, uniforms_buffer_.get(), {nullptr, 0}); - WGPURenderPassColorAttachment color_attachment = { - .view = output_view, - .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED, - .loadOp = WGPULoadOp_Clear, - .storeOp = WGPUStoreOp_Store, - .clearValue = {0.0, 0.0, 0.0, 1.0} - }; + WGPURenderPassColorAttachment color_attachment = {}; + gpu_init_color_attachment(color_attachment, output_view); WGPURenderPassDescriptor pass_desc = {}; pass_desc.colorAttachmentCount = 1; pass_desc.colorAttachments = &color_attachment; - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); diff --git a/src/effects/placeholder_effect.h b/src/effects/placeholder_effect.h index f7917ab..24cf3f4 100644 --- a/src/effects/placeholder_effect.h +++ b/src/effects/placeholder_effect.h @@ -6,11 +6,11 @@ #include "gpu/effect.h" #include "gpu/uniform_helper.h" -class PlaceholderEffect : public Effect { +class Placeholder : public Effect { public: - PlaceholderEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs, - const char* placeholder_name = "UnknownEffect"); + Placeholder(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time, const char* placeholder_name = "UnknownEffect"); void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; @@ -22,4 +22,3 @@ class PlaceholderEffect : public Effect { UniformBuffer<UniformsSequenceParams> uniforms_buffer_; const char* name_; }; - diff --git a/src/effects/rotating_cube_effect.cc b/src/effects/rotating_cube_effect.cc index 57f0a83..6c350a7 100644 --- a/src/effects/rotating_cube_effect.cc +++ b/src/effects/rotating_cube_effect.cc @@ -1,16 +1,17 @@ // This file is part of the 64k demo project. -// It implements RotatingCubeEffect (simplified v2 port). +// It implements RotatingCube. -#include "util/fatal_error.h" #include "effects/rotating_cube_effect.h" +#include "effects/shaders.h" #include "gpu/bind_group_builder.h" #include "gpu/gpu.h" -#include "gpu/shaders.h" +#include "util/fatal_error.h" -RotatingCubeEffect::RotatingCubeEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs), depth_node_(outputs[0] + "_depth") { +RotatingCube::RotatingCube(const GpuContext& ctx, + const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time) + : Effect(ctx, inputs, outputs, start_time, end_time), depth_node_(outputs[0] + "_depth") { // Headless mode: skip GPU resource creation (compiled out in STRIP_ALL) HEADLESS_RETURN_IF_NULL(ctx_.device); @@ -39,10 +40,10 @@ RotatingCubeEffect::RotatingCubeEffect(const GpuContext& ctx, WGPUPipelineLayout pipeline_layout = wgpuDeviceCreatePipelineLayout(ctx_.device, &pl_desc); - // Load shader (TODO: create rotating_cube_v2.wgsl) + // Load shader WGPUShaderSourceWGSL wgsl_src = {}; wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL; - wgsl_src.code = str_view(rotating_cube_v2_wgsl); + wgsl_src.code = str_view(rotating_cube_wgsl); WGPUShaderModuleDescriptor shader_desc = {}; shader_desc.nextInChain = &wgsl_src.chain; @@ -100,21 +101,21 @@ RotatingCubeEffect::RotatingCubeEffect(const GpuContext& ctx, wgpuBindGroupLayoutRelease(bgl); } -RotatingCubeEffect::~RotatingCubeEffect() { +RotatingCube::~RotatingCube() { if (bind_group_) wgpuBindGroupRelease(bind_group_); if (pipeline_) wgpuRenderPipelineRelease(pipeline_); } -void RotatingCubeEffect::declare_nodes(NodeRegistry& registry) { +void RotatingCube::declare_nodes(NodeRegistry& registry) { // Declare depth buffer node registry.declare_node(depth_node_, NodeType::DEPTH24, -1, -1); } -void RotatingCubeEffect::render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, - NodeRegistry& nodes) { +void RotatingCube::render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { rotation_ += 0.016f * 1.5f; // Camera setup @@ -138,7 +139,8 @@ void RotatingCubeEffect::render(WGPUCommandEncoder encoder, const Uniforms uniforms = { .view_proj = view_proj, .inv_view_proj = view_proj.inverse(), - .camera_pos_time = vec4(camera_pos.x, camera_pos.y, camera_pos.z, params.time), + .camera_pos_time = + vec4(camera_pos.x, camera_pos.y, camera_pos.z, params.time), .params = vec4(1.0f, 0.0f, 0.0f, 0.0f), .resolution = params.resolution, .aspect_ratio = params.aspect_ratio, @@ -156,6 +158,22 @@ void RotatingCubeEffect::render(WGPUCommandEncoder encoder, wgpuQueueWriteBuffer(ctx_.queue, object_buffer_.buffer, 0, &obj_data, sizeof(ObjectData)); + // Blit input to output if compositing (not reading from source) + if (!input_nodes_.empty() && input_nodes_[0] != "source") { + WGPUTexture input_tex = nodes.get_texture(input_nodes_[0]); + WGPUTexture output_tex = nodes.get_texture(output_nodes_[0]); + if (input_tex && output_tex) { + GpuTextureCopyInfo src = { + .texture = input_tex, .mipLevel = 0, .aspect = WGPUTextureAspect_All}; + GpuTextureCopyInfo dst = {.texture = output_tex, + .mipLevel = 0, + .aspect = WGPUTextureAspect_All}; + WGPUExtent3D copy_size = {(uint32_t)params.resolution.x, + (uint32_t)params.resolution.y, 1}; + wgpuCommandEncoderCopyTextureToTexture(encoder, &src, &dst, ©_size); + } + } + // Get output views WGPUTextureView color_view = nodes.get_view(output_nodes_[0]); WGPUTextureView depth_view = nodes.get_view(depth_node_); @@ -163,10 +181,13 @@ void RotatingCubeEffect::render(WGPUCommandEncoder encoder, // Render pass with depth WGPURenderPassColorAttachment color_attachment = { .view = color_view, + #if !defined(DEMO_CROSS_COMPILE_WIN32) .depthSlice = WGPU_DEPTH_SLICE_UNDEFINED, - .loadOp = WGPULoadOp_Clear, +#endif + // .loadOp = WGPULoadOp_Clear, + .loadOp = WGPULoadOp_Load, .storeOp = WGPUStoreOp_Store, - .clearValue = {0.0, 0.0, 0.0, 1.0}}; + .clearValue = {0.0, 0.0, 0.0, 0.0}}; WGPURenderPassDepthStencilAttachment depth_attachment = { .view = depth_view, @@ -174,15 +195,16 @@ void RotatingCubeEffect::render(WGPUCommandEncoder encoder, .depthStoreOp = WGPUStoreOp_Discard, .depthClearValue = 1.0f}; - WGPURenderPassDescriptor pass_desc = { - .colorAttachmentCount = 1, - .colorAttachments = &color_attachment, - .depthStencilAttachment = &depth_attachment}; + WGPURenderPassDescriptor pass_desc = {.colorAttachmentCount = 1, + .colorAttachments = &color_attachment, + .depthStencilAttachment = + &depth_attachment}; - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); + WGPURenderPassEncoder pass = + wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc); wgpuRenderPassEncoderSetPipeline(pass, pipeline_); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); - wgpuRenderPassEncoderDraw(pass, 36, 1, 0, 0); // 36 vertices for cube + wgpuRenderPassEncoderDraw(pass, 36, 1, 0, 0); // 36 vertices for cube wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderRelease(pass); } diff --git a/src/effects/rotating_cube_effect.h b/src/effects/rotating_cube_effect.h index 1c0155a..e773025 100644 --- a/src/effects/rotating_cube_effect.h +++ b/src/effects/rotating_cube_effect.h @@ -8,16 +8,15 @@ #include "gpu/uniform_helper.h" #include "util/mini_math.h" -class RotatingCubeEffect : public Effect { +class RotatingCube : public Effect { public: - RotatingCubeEffect(const GpuContext& ctx, - const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); - ~RotatingCubeEffect() override; + RotatingCube(const GpuContext& ctx, const std::vector<std::string>& inputs, + const std::vector<std::string>& outputs, float start_time, + float end_time); + ~RotatingCube() override; void declare_nodes(NodeRegistry& registry) override; - void render(WGPUCommandEncoder encoder, - const UniformsSequenceParams& params, + void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; private: diff --git a/src/gpu/shaders.cc b/src/effects/shaders.cc index 4017726..d181632 100644 --- a/src/gpu/shaders.cc +++ b/src/effects/shaders.cc @@ -1,22 +1,16 @@ // This file is part of the 64k demo project. // It defines WGSL shader code for various effects. -#include "demo_effects.h" +#include "effects/shaders.h" +#include "gpu/shader_composer.h" +#include "util/asset_manager.h" #if defined(USE_TEST_ASSETS) - #include "test_assets.h" - #else - #include "generated/assets.h" - #endif -#include "gpu/shader_composer.h" - -#include "util/asset_manager.h" - void InitShaderComposer() { auto& sc = ShaderComposer::Get(); @@ -79,106 +73,36 @@ void InitShaderComposer() { } // Helper to get asset string or empty string - static const char* SafeGetAsset(AssetId id) { const uint8_t* data = GetAsset(id); - return data ? (const char*)data : ""; } -const char* main_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_MAIN); - +// Effect shaders +const char* passthrough_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH_V2); +const char* gaussian_blur_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR_V2); +const char* heptagon_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_HEPTAGON_V2); const char* particle_compute_wgsl = - SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE); - const char* particle_render_wgsl = - SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER); +const char* rotating_cube_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_ROTATING_CUBE_V2); +const char* flash_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_FLASH); -const char* passthrough_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH); - -const char* ellipse_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_ELLIPSE); - -const char* particle_spray_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_SPRAY_COMPUTE); - -const char* gaussian_blur_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR); - -const char* solarize_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_SOLARIZE); - -// const char* scene1_shader_wgsl = -// SafeGetAsset(AssetId::ASSET_SHADER_SCENE1); - -// const char* sdf_test_shader_wgsl = -// SafeGetAsset(AssetId::ASSET_SHADER_SDF_TEST); - -const char* distort_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_DISTORT); - -const char* chroma_aberration_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_CHROMA_ABERRATION); - -// const char* cnn_layer_shader_wgsl = -// SafeGetAsset(AssetId::ASSET_SHADER_CNN_LAYER); - +// Compute shaders const char* gen_noise_compute_wgsl = - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_NOISE); - const char* gen_perlin_compute_wgsl = - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_PERLIN); - const char* gen_grid_compute_wgsl = - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_GRID); - #if !defined(STRIP_GPU_COMPOSITE) const char* gen_blend_compute_wgsl = - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_BLEND); - const char* gen_mask_compute_wgsl = - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_MASK); #endif - -const char* vignette_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_VIGNETTE); - -// Sequence v2 shaders -const char* passthrough_v2_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH_V2); - -const char* gaussian_blur_v2_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR_V2); - -const char* heptagon_v2_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_HEPTAGON_V2); - -const char* particle_compute_v2_wgsl = - SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE); - -const char* particle_render_v2_wgsl = - SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER); - -const char* rotating_cube_v2_wgsl = - SafeGetAsset(AssetId::ASSET_SHADER_ROTATING_CUBE_V2); - -const char* flash_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_FLASH); diff --git a/src/effects/shaders.h b/src/effects/shaders.h new file mode 100644 index 0000000..b8700f5 --- /dev/null +++ b/src/effects/shaders.h @@ -0,0 +1,25 @@ +// This file is part of the 64k demo project. +// It declares the WGSL shader strings and initialization function. + +#pragma once + +// Initializes the ShaderComposer with snippet assets. +void InitShaderComposer(); + +// Effect shaders +extern const char* passthrough_shader_wgsl; +extern const char* gaussian_blur_shader_wgsl; +extern const char* heptagon_shader_wgsl; +extern const char* particle_compute_wgsl; +extern const char* particle_render_wgsl; +extern const char* rotating_cube_wgsl; +extern const char* flash_shader_wgsl; + +// Compute shaders +extern const char* gen_noise_compute_wgsl; +extern const char* gen_perlin_compute_wgsl; +extern const char* gen_grid_compute_wgsl; +#if !defined(STRIP_GPU_COMPOSITE) +extern const char* gen_blend_compute_wgsl; +extern const char* gen_mask_compute_wgsl; +#endif diff --git a/src/gpu/bind_group_builder.h b/src/gpu/bind_group_builder.h index 49b7ebe..7481f34 100644 --- a/src/gpu/bind_group_builder.h +++ b/src/gpu/bind_group_builder.h @@ -94,7 +94,8 @@ class BindGroupLayoutBuilder { } WGPUBindGroupLayout build(WGPUDevice device) { - // Headless mode: skip bind group layout creation (compiled out in STRIP_ALL) + // Headless mode: skip bind group layout creation (compiled out in + // STRIP_ALL) HEADLESS_RETURN_VAL_IF_NULL(device, nullptr); WGPUBindGroupLayoutDescriptor desc{}; desc.entryCount = entries_.size(); diff --git a/src/gpu/demo_effects.cc b/src/gpu/demo_effects.cc index d9c5964..5114e3a 100644 --- a/src/gpu/demo_effects.cc +++ b/src/gpu/demo_effects.cc @@ -1,6 +1,4 @@ // This file is part of the 64k demo project. // Central include for all effect implementations. -// Individual effects are in src/effects/*_v2.{h,cc} -// Timeline management is in src/generated/timeline.cc (v2) #include "gpu/demo_effects.h" diff --git a/src/gpu/demo_effects.h b/src/gpu/demo_effects.h index 999deb1..2825891 100644 --- a/src/gpu/demo_effects.h +++ b/src/gpu/demo_effects.h @@ -8,15 +8,16 @@ #include "3d/renderer.h" #include "3d/scene.h" -// Base effect classes (v2) +// Base effect classes +#include "effects/shaders.h" #include "gpu/effect.h" #include "gpu/post_process_helper.h" #include "gpu/sequence.h" -#include "gpu/shaders.h" #include "gpu/texture_manager.h" #include "gpu/uniform_helper.h" -// Individual Effect Headers (v2) +// Individual Effect Headers +#include "effects/flash_effect.h" #include "effects/gaussian_blur_effect.h" #include "effects/heptagon_effect.h" #include "effects/hybrid3_d_effect.h" @@ -25,15 +26,8 @@ #include "effects/peak_meter_effect.h" #include "effects/placeholder_effect.h" #include "effects/rotating_cube_effect.h" -#include "effects/flash_effect.h" -// TODO: Port CNN effects to v2 +// TODO: Port CNN effects // #include "../../cnn_v1/src/cnn_v1_effect.h" // #include "../../cnn_v2/src/cnn_v2_effect.h" #include <memory> - -// Auto-generated functions from sequence compiler v2 -// See generated/timeline.h for: -// - InitializeV2Sequences() -// - GetActiveV2Sequence() -// - RenderV2Timeline() diff --git a/src/gpu/effect.cc b/src/gpu/effect.cc index e4d3a90..752dd84 100644 --- a/src/gpu/effect.cc +++ b/src/gpu/effect.cc @@ -1,11 +1,57 @@ // Effect implementation #include "gpu/effect.h" +#include "gpu/gpu.h" +#include "gpu/sequence.h" #include "util/fatal_error.h" Effect::Effect(const GpuContext& ctx, const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : ctx_(ctx), input_nodes_(inputs), output_nodes_(outputs) { + const std::vector<std::string>& outputs, float start_time, + float end_time) + : ctx_(ctx), input_nodes_(inputs), output_nodes_(outputs), + start_time_(start_time), end_time_(end_time) { FATAL_CHECK(!inputs.empty(), "Effect must have at least one input\n"); FATAL_CHECK(!outputs.empty(), "Effect must have at least one output\n"); + FATAL_CHECK(start_time <= end_time, "Invalid time range: %f > %f\n", + start_time, end_time); +} + +void Effect::dispatch_render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes) { + // Check if effect is active at current time + const bool active = + (params.time >= start_time_ && params.time < end_time_); + + // Auto-passthrough for 1:1 input/output effects outside active range + if (!active && input_nodes_.size() == 1 && output_nodes_.size() == 1) { + blit_input_to_output(encoder, nodes); + } else if (active) { + render(encoder, params, nodes); + } + // Multi-output effects: output undefined when inactive (validated at compile time) +} + +void Effect::blit_input_to_output(WGPUCommandEncoder encoder, + NodeRegistry& nodes) { + HEADLESS_RETURN_IF_NULL(encoder); + + WGPUTexture src = nodes.get_texture(input_nodes_[0]); + WGPUTexture dst = nodes.get_texture(output_nodes_[0]); + + // Skip passthrough if textures are external (source/sink) or invalid + if (!src || !dst) { + return; + } + + GpuTextureCopyInfo src_copy = { + .texture = src, .mipLevel = 0, .origin = {0, 0, 0}}; + GpuTextureCopyInfo dst_copy = { + .texture = dst, .mipLevel = 0, .origin = {0, 0, 0}}; + + WGPUExtent3D extent = {(unsigned int)(width_), + (unsigned int)(height_), 1}; + + wgpuCommandEncoderCopyTextureToTexture(encoder, &src_copy, &dst_copy, + &extent); } diff --git a/src/gpu/effect.h b/src/gpu/effect.h index d40e750..f5cdf2d 100644 --- a/src/gpu/effect.h +++ b/src/gpu/effect.h @@ -14,7 +14,8 @@ class NodeRegistry; class Effect { public: Effect(const GpuContext& ctx, const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs); + const std::vector<std::string>& outputs, float start_time, + float end_time); virtual ~Effect() = default; // Optional: Declare temporary nodes (e.g., multi-pass intermediate buffers) @@ -22,12 +23,15 @@ class Effect { (void)registry; } - // Render effect (multi-input/multi-output) + // Automatic passthrough outside [start, end] + void dispatch_render(WGPUCommandEncoder encoder, + const UniformsSequenceParams& params, + NodeRegistry& nodes); + virtual void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) = 0; - // Resize notification virtual void resize(int width, int height) { width_ = width; height_ = height; @@ -46,5 +50,12 @@ class Effect { std::vector<std::string> output_nodes_; int width_ = 1280; int height_ = 720; + + private: + float start_time_; + float end_time_; + + // Auto-passthrough helper for 1:1 input/output effects + void blit_input_to_output(WGPUCommandEncoder encoder, NodeRegistry& nodes); }; #endif // EFFECT_H diff --git a/src/gpu/gpu.cc b/src/gpu/gpu.cc index 805e555..2226889 100644 --- a/src/gpu/gpu.cc +++ b/src/gpu/gpu.cc @@ -3,9 +3,9 @@ // Driven by audio peaks for synchronized visual effects. #include "gpu.h" +#include "effects/shaders.h" #include "generated/timeline.h" #include "gpu/shader_composer.h" -#include "gpu/shaders.h" #include "platform/platform.h" #include <cassert> diff --git a/src/gpu/gpu.h b/src/gpu/gpu.h index 41eeb29..9a3fd38 100644 --- a/src/gpu/gpu.h +++ b/src/gpu/gpu.h @@ -1,27 +1,23 @@ // This file is part of the 64k demo project. -// It defines the public interface for the GPU rendering system. -// Coordinates WebGPU lifecycle and draw calls. +// GPU rendering system interface. #pragma once #include "platform/platform.h" -struct PlatformState; // Forward declaration +struct PlatformState; -// GPU context bundling device, queue, and surface format struct GpuContext { WGPUDevice device; WGPUQueue queue; WGPUTextureFormat format; }; -// Basic wrapper for WebGPU buffers struct GpuBuffer { WGPUBuffer buffer; size_t size; }; -// Encapsulates a compute operation struct ComputePass { WGPUComputePipeline pipeline; WGPUBindGroup bind_group; @@ -30,7 +26,6 @@ struct ComputePass { uint32_t workgroup_size_z; }; -// Encapsulates a render operation struct RenderPass { WGPURenderPipeline pipeline; WGPUBindGroup bind_group; @@ -48,33 +43,35 @@ WGPUSurface gpu_get_surface(); const GpuContext* gpu_get_context(); -// Placeholder for GPU performance capture. -// This define can be controlled via CMake to conditionally enable profiling -// code. #define ENABLE_GPU_PERF_CAPTURE - -// Helper functions (exposed for internal/future use) struct ResourceBinding { GpuBuffer buffer; - WGPUBufferBindingType type; // e.g., WGPUBufferBindingType_Uniform, - // WGPUBufferBindingType_Storage + WGPUBufferBindingType type; }; -// Cross-platform helper for color attachment initialization inline void gpu_init_color_attachment(WGPURenderPassColorAttachment& attachment, WGPUTextureView view) { attachment.view = view; attachment.loadOp = WGPULoadOp_Clear; attachment.storeOp = WGPUStoreOp_Store; attachment.clearValue = {0.0f, 0.0f, 0.0f, 1.0f}; +#if !defined(DEMO_CROSS_COMPILE_WIN32) attachment.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; +#endif } -// Texture creation helper struct TextureWithView { WGPUTexture texture; WGPUTextureView view; }; +#if defined(DEMO_CROSS_COMPILE_WIN32) +using GpuTextureCopyInfo = WGPUImageCopyTexture; +using GpuTextureDataLayout = WGPUTextureDataLayout; +#else +using GpuTextureCopyInfo = WGPUTexelCopyTextureInfo; +using GpuTextureDataLayout = WGPUTexelCopyBufferLayout; +#endif + GpuBuffer gpu_create_buffer(WGPUDevice device, size_t size, uint32_t usage, const void* data = nullptr); TextureWithView gpu_create_texture_2d(WGPUDevice device, uint32_t width, diff --git a/src/gpu/headless_gpu.cc b/src/gpu/gpu_headless.cc index e6995b2..e6995b2 100644 --- a/src/gpu/headless_gpu.cc +++ b/src/gpu/gpu_headless.cc diff --git a/src/gpu/stub_gpu.cc b/src/gpu/gpu_stub.cc index d889666..d889666 100644 --- a/src/gpu/stub_gpu.cc +++ b/src/gpu/gpu_stub.cc diff --git a/src/gpu/post_process_helper.cc b/src/gpu/post_process_helper.cc index 281fde6..9e7803c 100644 --- a/src/gpu/post_process_helper.cc +++ b/src/gpu/post_process_helper.cc @@ -41,9 +41,9 @@ WGPURenderPipeline create_post_process_pipeline(WGPUDevice device, } // Helper to create a simple post-processing pipeline (no effect params) -WGPURenderPipeline create_post_process_pipeline_simple(WGPUDevice device, - WGPUTextureFormat format, - const char* shader_code) { +WGPURenderPipeline +create_post_process_pipeline_simple(WGPUDevice device, WGPUTextureFormat format, + const char* shader_code) { // Headless mode: skip pipeline creation (compiled out in STRIP_ALL) HEADLESS_RETURN_VAL_IF_NULL(device, nullptr); diff --git a/src/gpu/post_process_helper.h b/src/gpu/post_process_helper.h index 963f671..811d0e4 100644 --- a/src/gpu/post_process_helper.h +++ b/src/gpu/post_process_helper.h @@ -7,26 +7,21 @@ #include "gpu/sequence.h" #include "util/mini_math.h" -// Use UniformsSequenceParams (defined in sequence.h) for post-process effects - // Standard post-process bind group layout (group 0): -#define PP_BINDING_SAMPLER 0 // Sampler for input texture -#define PP_BINDING_TEXTURE 1 // Input texture (previous render pass) -#define PP_BINDING_UNIFORMS 2 // Custom uniforms buffer -#define PP_BINDING_EFFECT_PARAMS 3 // Effect-specific parameters +#define PP_BINDING_SAMPLER 0 +#define PP_BINDING_TEXTURE 1 +#define PP_BINDING_UNIFORMS 2 +#define PP_BINDING_EFFECT_PARAMS 3 -// Helper to create a standard post-processing pipeline -// Uniforms are accessible to both vertex and fragment shaders WGPURenderPipeline create_post_process_pipeline(WGPUDevice device, WGPUTextureFormat format, const char* shader_code); -// Helper to create a simple post-processing pipeline (no effect params, 3 bindings only) +// No effect params, 3 bindings only WGPURenderPipeline create_post_process_pipeline_simple(WGPUDevice device, WGPUTextureFormat format, const char* shader_code); -// Helper to update bind group for post-processing effects void pp_update_bind_group(WGPUDevice device, WGPURenderPipeline pipeline, WGPUBindGroup* bind_group, WGPUTextureView input_view, GpuBuffer uniforms, GpuBuffer effect_params); diff --git a/src/gpu/sdf_effect.h b/src/gpu/sdf_effect.h index aacea69..12ea556 100644 --- a/src/gpu/sdf_effect.h +++ b/src/gpu/sdf_effect.h @@ -1,5 +1,5 @@ // This file is part of the 64k demo project. -// It defines SDFEffect base class for raymarching effects. +// SDF raymarching effect base class. #pragma once @@ -8,11 +8,8 @@ #include "gpu/effect.h" #include "gpu/uniform_helper.h" -// Base class for SDF raymarching effects -// Provides CameraParams uniform buffer and helper methods -// // Binding convention: -// @group(0) @binding(2): UniformsSequenceParams (from Effect base) +// @group(0) @binding(2): UniformsSequenceParams // @group(0) @binding(3): CameraParams // @group(0) @binding(4+): Per-effect custom parameters class SDFEffect : public Effect { @@ -23,7 +20,6 @@ class SDFEffect : public Effect { virtual ~SDFEffect() = default; - // Populate camera parameters from Camera object void update_camera(const Camera& camera, float aspect_ratio) { CameraParams params; params.inv_view = camera.get_view_matrix().inverse(); @@ -34,7 +30,6 @@ class SDFEffect : public Effect { camera_params_.update(ctx_.queue, params); } - // Populate camera parameters with custom values void update_camera(const vec3& position, const vec3& target, const vec3& up, float fov, float near_plane, float far_plane, float aspect_ratio) { diff --git a/src/gpu/sequence.cc b/src/gpu/sequence.cc index 62c2933..901d560 100644 --- a/src/gpu/sequence.cc +++ b/src/gpu/sequence.cc @@ -42,9 +42,9 @@ NodeRegistry::~NodeRegistry() { } void NodeRegistry::declare_node(const std::string& name, NodeType type, - int width, int height) { - FATAL_CHECK(nodes_.find(name) == nodes_.end(), - "Node already declared: %s\n", name.c_str()); + int width, int height) { + FATAL_CHECK(nodes_.find(name) == nodes_.end(), "Node already declared: %s\n", + name.c_str()); if (width <= 0) width = default_width_; @@ -64,8 +64,8 @@ void NodeRegistry::declare_aliased_node(const std::string& name, const std::string& alias_of) { FATAL_CHECK(nodes_.find(alias_of) != nodes_.end(), "Alias target does not exist: %s\n", alias_of.c_str()); - FATAL_CHECK(aliases_.find(name) == aliases_.end(), "Alias already exists: %s\n", - name.c_str()); + FATAL_CHECK(aliases_.find(name) == aliases_.end(), + "Alias already exists: %s\n", name.c_str()); aliases_[name] = alias_of; } @@ -92,6 +92,16 @@ NodeRegistry::get_output_views(const std::vector<std::string>& names) { return views; } +WGPUTexture NodeRegistry::get_texture(const std::string& name) { + auto alias_it = aliases_.find(name); + if (alias_it != aliases_.end()) { + return get_texture(alias_it->second); + } + auto it = nodes_.find(name); + FATAL_CHECK(it != nodes_.end(), "Node not found: %s\n", name.c_str()); + return it->second.texture; +} + void NodeRegistry::resize(int width, int height) { default_width_ = width; default_height_ = height; @@ -121,7 +131,7 @@ bool NodeRegistry::has_node(const std::string& name) const { } void NodeRegistry::set_external_view(const std::string& name, - WGPUTextureView view) { + WGPUTextureView view) { // Register external view (texture not owned by registry) Node node = {}; node.view = view; @@ -141,15 +151,25 @@ void NodeRegistry::create_texture(Node& node) { switch (node.type) { case NodeType::U8X4_NORM: format = WGPUTextureFormat_RGBA8Unorm; - usage = (WGPUTextureUsage)(WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_TextureBinding); + usage = + (WGPUTextureUsage)(WGPUTextureUsage_RenderAttachment | + WGPUTextureUsage_TextureBinding | + WGPUTextureUsage_CopySrc | WGPUTextureUsage_CopyDst); break; case NodeType::F32X4: format = WGPUTextureFormat_RGBA32Float; - usage = (WGPUTextureUsage)(WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_TextureBinding); + usage = + (WGPUTextureUsage)(WGPUTextureUsage_RenderAttachment | + WGPUTextureUsage_TextureBinding | + WGPUTextureUsage_CopySrc | WGPUTextureUsage_CopyDst); break; case NodeType::F16X8: - format = WGPUTextureFormat_RGBA16Float; // WebGPU doesn't have 8-channel, use RGBA16 - usage = (WGPUTextureUsage)(WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_TextureBinding); + format = WGPUTextureFormat_RGBA16Float; // WebGPU doesn't have 8-channel, + // use RGBA16 + usage = + (WGPUTextureUsage)(WGPUTextureUsage_RenderAttachment | + WGPUTextureUsage_TextureBinding | + WGPUTextureUsage_CopySrc | WGPUTextureUsage_CopyDst); break; case NodeType::DEPTH24: format = WGPUTextureFormat_Depth24Plus; @@ -157,15 +177,16 @@ void NodeRegistry::create_texture(Node& node) { break; case NodeType::COMPUTE_F32: format = WGPUTextureFormat_RGBA32Float; - usage = (WGPUTextureUsage)(WGPUTextureUsage_StorageBinding | WGPUTextureUsage_TextureBinding); + usage = (WGPUTextureUsage)(WGPUTextureUsage_StorageBinding | + WGPUTextureUsage_TextureBinding); break; } WGPUTextureDescriptor desc = {}; desc.usage = usage; desc.dimension = WGPUTextureDimension_2D; - desc.size = {static_cast<unsigned int>(node.width), - static_cast<unsigned int>(node.height), 1}; + desc.size = {(unsigned int)(node.width), + (unsigned int)(node.height), 1}; desc.format = format; desc.mipLevelCount = 1; desc.sampleCount = 1; @@ -197,10 +218,11 @@ Sequence::Sequence(const GpuContext& ctx, int width, int height) } void Sequence::preprocess(float seq_time, float beat_time, float beat_phase, - float audio_intensity) { - params_.resolution = {static_cast<float>(width_), static_cast<float>(height_)}; + float audio_intensity) { + params_.resolution = {(float)(width_), + (float)(height_)}; params_.aspect_ratio = - static_cast<float>(width_) / static_cast<float>(height_); + (float)(width_) / (float)(height_); params_.time = seq_time; params_.beat_time = beat_time; params_.beat_phase = beat_phase; @@ -218,7 +240,7 @@ void Sequence::postprocess(WGPUCommandEncoder encoder) { void Sequence::render_effects(WGPUCommandEncoder encoder) { // Execute DAG in topological order (pre-sorted by compiler) for (const auto& dag_node : effect_dag_) { - dag_node.effect->render(encoder, params_, nodes_); + dag_node.effect->dispatch_render(encoder, params_, nodes_); } } diff --git a/src/gpu/sequence.h b/src/gpu/sequence.h index a33dedb..3bb770f 100644 --- a/src/gpu/sequence.h +++ b/src/gpu/sequence.h @@ -1,5 +1,4 @@ -// Sequence: Explicit node system with DAG effect routing -// DAG-based effect routing with ping-pong optimization +// Sequence: DAG-based effect routing with ping-pong optimization #ifndef SEQUENCE_H #define SEQUENCE_H @@ -16,11 +15,11 @@ class Effect; enum class NodeType { - U8X4_NORM, // RGBAu8 normalized (0-1) - default Source/Sink - F32X4, // RGBA float32 - F16X8, // 8-channel float16 - DEPTH24, // Depth buffer - COMPUTE_F32, // Compute buffer + U8X4_NORM, // RGBAu8 (default Source/Sink) + F32X4, + F16X8, + DEPTH24, + COMPUTE_F32, }; struct Node { @@ -35,9 +34,9 @@ struct Node { struct UniformsSequenceParams { vec2 resolution; float aspect_ratio; - float time; // Per-sequence relative time - float beat_time; // Musical beats - float beat_phase; // Fractional beat 0.0-1.0 + float time; // Per-sequence relative time + float beat_time; // Musical beats + float beat_phase; // Fractional beat 0.0-1.0 float audio_intensity; float _pad; }; @@ -49,26 +48,22 @@ class NodeRegistry { NodeRegistry(WGPUDevice device, int default_width, int default_height); ~NodeRegistry(); - // Declare new node with explicit type/dimensions void declare_node(const std::string& name, NodeType type, int width, int height); - // Declare aliased node (ping-pong optimization) void declare_aliased_node(const std::string& name, const std::string& alias_of); - // Retrieve views WGPUTextureView get_view(const std::string& name); std::vector<WGPUTextureView> get_output_views(const std::vector<std::string>& names); - // Resize all nodes + WGPUTexture get_texture(const std::string& name); + void resize(int width, int height); - // Check if node exists bool has_node(const std::string& name) const; - // Register external view (for source/sink managed externally) void set_external_view(const std::string& name, WGPUTextureView view); private: @@ -76,7 +71,7 @@ class NodeRegistry { int default_width_; int default_height_; std::map<std::string, Node> nodes_; - std::map<std::string, std::string> aliases_; // name -> backing node name + std::map<std::string, std::string> aliases_; void create_texture(Node& node); }; @@ -85,7 +80,7 @@ struct EffectDAGNode { std::shared_ptr<Effect> effect; std::vector<std::string> input_nodes; std::vector<std::string> output_nodes; - int execution_order; // Topologically sorted + int execution_order; }; class Sequence { @@ -93,7 +88,6 @@ class Sequence { Sequence(const GpuContext& ctx, int width, int height); virtual ~Sequence() = default; - // Virtual methods (most sequences use defaults) virtual void preprocess(float seq_time, float beat_time, float beat_phase, float audio_intensity); virtual void postprocess(WGPUCommandEncoder encoder); @@ -101,20 +95,16 @@ class Sequence { void resize(int width, int height); - // Initialize effect nodes (call at end of subclass constructor) void init_effect_nodes(); - // Set surface texture view for rendering (sink node) void set_sink_view(WGPUTextureView view) { nodes_.set_external_view("sink", view); } - // Set source texture view (input framebuffer) void set_source_view(WGPUTextureView view) { nodes_.set_external_view("source", view); } - // Test accessor const std::vector<EffectDAGNode>& get_effect_dag() const { return effect_dag_; } diff --git a/src/gpu/shader_composer.h b/src/gpu/shader_composer.h index d0972f2..90e1ec1 100644 --- a/src/gpu/shader_composer.h +++ b/src/gpu/shader_composer.h @@ -12,19 +12,16 @@ class ShaderComposer { public: static ShaderComposer& Get(); - // Register a snippet (e.g. "common_math", "sdf_primitives") void RegisterSnippet(const std::string& name, const std::string& code); using CompositionMap = std::map<std::string, std::string>; - // Assemble a final shader string by prepending required snippets - // and recursively resolving #include "snippet_name" directives. - // Optional substitutions: map "placeholder_name" -> "actual_snippet_name" + // Resolves #include directives recursively + // substitutions: map "placeholder_name" -> "actual_snippet_name" std::string Compose(const std::vector<std::string>& dependencies, const std::string& main_code, const CompositionMap& substitutions = {}); - // Verify all #include directives reference registered snippets void VerifyIncludes() const; private: diff --git a/src/gpu/shaders.h b/src/gpu/shaders.h deleted file mode 100644 index 4fee863..0000000 --- a/src/gpu/shaders.h +++ /dev/null @@ -1,39 +0,0 @@ -// This file is part of the 64k demo project. -// It declares the WGSL shader strings and initialization function. - -#pragma once - -// Initializes the ShaderComposer with snippet assets. -void InitShaderComposer(); - -// Shader declarations (defined in shaders.cc) -extern const char* main_shader_wgsl; -extern const char* particle_compute_wgsl; -extern const char* particle_render_wgsl; -extern const char* passthrough_shader_wgsl; -extern const char* ellipse_shader_wgsl; -extern const char* particle_spray_compute_wgsl; -extern const char* gaussian_blur_shader_wgsl; -extern const char* solarize_shader_wgsl; -extern const char* scene1_shader_wgsl; -extern const char* sdf_test_shader_wgsl; -extern const char* distort_shader_wgsl; -extern const char* chroma_aberration_shader_wgsl; -extern const char* vignette_shader_wgsl; -extern const char* cnn_layer_shader_wgsl; -extern const char* gen_noise_compute_wgsl; -extern const char* gen_perlin_compute_wgsl; -extern const char* gen_grid_compute_wgsl; -#if !defined(STRIP_GPU_COMPOSITE) -extern const char* gen_blend_compute_wgsl; -extern const char* gen_mask_compute_wgsl; -#endif - -// Sequence v2 shaders -extern const char* passthrough_v2_shader_wgsl; -extern const char* gaussian_blur_v2_shader_wgsl; -extern const char* heptagon_v2_shader_wgsl; -extern const char* particle_compute_v2_wgsl; -extern const char* particle_render_v2_wgsl; -extern const char* rotating_cube_v2_wgsl; -extern const char* flash_shader_wgsl; diff --git a/src/gpu/texture_manager.cc b/src/gpu/texture_manager.cc index 5bca95b..bdeb508 100644 --- a/src/gpu/texture_manager.cc +++ b/src/gpu/texture_manager.cc @@ -2,22 +2,13 @@ // It implements the TextureManager. #include "gpu/texture_manager.h" +#include "gpu/gpu.h" #include "gpu/shader_composer.h" #include "platform/platform.h" #include <cstdio> #include <cstring> #include <vector> -#if defined(DEMO_CROSS_COMPILE_WIN32) -// Old API -#define WGPU_TEX_COPY_INFO WGPUImageCopyTexture -#define WGPU_TEX_DATA_LAYOUT WGPUTextureDataLayout -#else -// New API -#define WGPU_TEX_COPY_INFO WGPUTexelCopyTextureInfo -#define WGPU_TEX_DATA_LAYOUT WGPUTexelCopyBufferLayout -#endif - void TextureManager::init(WGPUDevice device, WGPUQueue queue) { device_ = device; queue_ = queue; @@ -79,22 +70,18 @@ void TextureManager::create_texture(const std::string& name, int width, tex_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_desc.mipLevelCount = 1; tex_desc.sampleCount = 1; -#if defined(DEMO_CROSS_COMPILE_WIN32) - tex_desc.label = nullptr; -#else - tex_desc.label = {nullptr, 0}; -#endif + tex_desc.label = label_view(nullptr); WGPUTexture texture = wgpuDeviceCreateTexture(device_, &tex_desc); // 3. Upload Data - WGPU_TEX_COPY_INFO destination = {}; + GpuTextureCopyInfo destination = {}; destination.texture = texture; destination.mipLevel = 0; destination.origin = {0, 0, 0}; destination.aspect = WGPUTextureAspect_All; - WGPU_TEX_DATA_LAYOUT source_layout = {}; + GpuTextureDataLayout source_layout = {}; source_layout.offset = 0; source_layout.bytesPerRow = width * 4; source_layout.rowsPerImage = height; diff --git a/src/gpu/texture_readback.cc b/src/gpu/texture_readback.cc index bd3c79c..211beed 100644 --- a/src/gpu/texture_readback.cc +++ b/src/gpu/texture_readback.cc @@ -52,12 +52,12 @@ std::vector<uint8_t> read_texture_pixels(WGPUInstance instance, .layout = { .bytesPerRow = aligned_bytes_per_row, - .rowsPerImage = static_cast<uint32_t>(height), + .rowsPerImage = (uint32_t)(height), }, }; - const WGPUExtent3D copy_size = {static_cast<uint32_t>(width), - static_cast<uint32_t>(height), 1}; + const WGPUExtent3D copy_size = {(uint32_t)(width), + (uint32_t)(height), 1}; wgpuCommandEncoderCopyTextureToBuffer(encoder, &src, &dst, ©_size); @@ -77,7 +77,7 @@ std::vector<uint8_t> read_texture_pixels(WGPUInstance instance, // Win32: Old callback API MapState map_state = {}; auto map_cb = [](WGPUBufferMapAsyncStatus status, void* userdata) { - MapState* state = static_cast<MapState*>(userdata); + MapState* state = (MapState*)(userdata); state->status = status; state->done = true; }; @@ -90,7 +90,7 @@ std::vector<uint8_t> read_texture_pixels(WGPUInstance instance, void* userdata, void* user2) { (void)message; (void)user2; - MapState* state = static_cast<MapState*>(userdata); + MapState* state = (MapState*)(userdata); state->status = status; state->done = true; }; @@ -117,7 +117,7 @@ std::vector<uint8_t> read_texture_pixels(WGPUInstance instance, } // Copy data from mapped buffer (handle row padding) - const uint8_t* mapped_data = static_cast<const uint8_t*>( + const uint8_t* mapped_data = (const uint8_t*)( wgpuBufferGetConstMappedRange(staging, 0, buffer_size)); if (mapped_data) { // If rows are aligned, copy row by row to remove padding @@ -209,11 +209,11 @@ std::vector<uint8_t> texture_readback_fp16_to_u8(WGPUDevice device, .layout = { .bytesPerRow = aligned_bytes_per_row, - .rowsPerImage = static_cast<uint32_t>(height), + .rowsPerImage = (uint32_t)(height), }, }; - const WGPUExtent3D copy_size = {static_cast<uint32_t>(width), - static_cast<uint32_t>(height), 1}; + const WGPUExtent3D copy_size = {(uint32_t)(width), + (uint32_t)(height), 1}; wgpuCommandEncoderCopyTextureToBuffer(encoder, &src, &dst, ©_size); WGPUCommandBuffer commands = wgpuCommandEncoderFinish(encoder, nullptr); @@ -226,7 +226,7 @@ std::vector<uint8_t> texture_readback_fp16_to_u8(WGPUDevice device, #if defined(DEMO_CROSS_COMPILE_WIN32) MapState map_state = {}; auto map_cb = [](WGPUBufferMapAsyncStatus status, void* userdata) { - MapState* state = static_cast<MapState*>(userdata); + MapState* state = (MapState*)(userdata); state->status = status; state->done = true; }; @@ -238,7 +238,7 @@ std::vector<uint8_t> texture_readback_fp16_to_u8(WGPUDevice device, void* userdata, void* user2) { (void)message; (void)user2; - MapState* state = static_cast<MapState*>(userdata); + MapState* state = (MapState*)(userdata); state->status = status; state->done = true; }; @@ -259,14 +259,14 @@ std::vector<uint8_t> texture_readback_fp16_to_u8(WGPUDevice device, } // Convert FP16 to U8 ([-1,1] → [0,255]) - const uint16_t* mapped_data = static_cast<const uint16_t*>( + const uint16_t* mapped_data = (const uint16_t*)( wgpuBufferGetConstMappedRange(staging, 0, buffer_size)); std::vector<uint8_t> pixels(width * height * 4); if (mapped_data) { for (int y = 0; y < height; ++y) { - const uint16_t* src_row = reinterpret_cast<const uint16_t*>( - reinterpret_cast<const uint8_t*>(mapped_data) + + const uint16_t* src_row = (const uint16_t*)( + (const uint8_t*)(mapped_data) + y * aligned_bytes_per_row); for (int x = 0; x < width; ++x) { float r = fp16_to_float(src_row[x * 4 + 0]); @@ -281,10 +281,10 @@ std::vector<uint8_t> texture_readback_fp16_to_u8(WGPUDevice device, a = (a + 1.0f) * 0.5f; int idx = (y * width + x) * 4; - pixels[idx + 0] = static_cast<uint8_t>(b * 255.0f); // B - pixels[idx + 1] = static_cast<uint8_t>(g * 255.0f); // G - pixels[idx + 2] = static_cast<uint8_t>(r * 255.0f); // R - pixels[idx + 3] = static_cast<uint8_t>(a * 255.0f); // A + pixels[idx + 0] = (uint8_t)(b * 255.0f); // B + pixels[idx + 1] = (uint8_t)(g * 255.0f); // G + pixels[idx + 2] = (uint8_t)(r * 255.0f); // R + pixels[idx + 3] = (uint8_t)(a * 255.0f); // A } } } diff --git a/src/gpu/uniform_helper.h b/src/gpu/uniform_helper.h index 8556c98..b2f3406 100644 --- a/src/gpu/uniform_helper.h +++ b/src/gpu/uniform_helper.h @@ -1,12 +1,10 @@ // This file is part of the 64k demo project. -// It provides a generic uniform buffer helper to reduce boilerplate. -// Templated on uniform struct type for type safety and automatic sizing. +// Generic uniform buffer helper. #pragma once #include "gpu/gpu.h" -// Generic uniform buffer helper // Usage: // UniformBuffer<MyUniforms> uniforms_; // uniforms_.init(device); @@ -15,18 +13,15 @@ template <typename T> class UniformBuffer { public: UniformBuffer() = default; - // Initialize the uniform buffer with the device void init(WGPUDevice device) { buffer_ = gpu_create_buffer( device, sizeof(T), WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); } - // Update the uniform buffer with new data void update(WGPUQueue queue, const T& data) { wgpuQueueWriteBuffer(queue, buffer_.buffer, 0, &data, sizeof(T)); } - // Get the underlying GpuBuffer (for bind group creation) GpuBuffer& get() { return buffer_; } diff --git a/src/tests/3d/test_3d_physics.cc b/src/tests/3d/test_3d_physics.cc index 26b9bfa..7858f2f 100644 --- a/src/tests/3d/test_3d_physics.cc +++ b/src/tests/3d/test_3d_physics.cc @@ -9,7 +9,7 @@ #include "3d/renderer.h" #include "3d/renderer_helpers.h" #include "3d/scene.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include "gpu/texture_manager.h" #include "platform/platform.h" #include "procedural/generator.h" diff --git a/src/tests/3d/test_3d_render.cc b/src/tests/3d/test_3d_render.cc index 9398649..bd301bd 100644 --- a/src/tests/3d/test_3d_render.cc +++ b/src/tests/3d/test_3d_render.cc @@ -7,8 +7,8 @@ #include "3d/renderer.h" #include "3d/renderer_helpers.h" #include "3d/scene.h" +#include "effects/shaders.h" #include "generated/assets.h" -#include "gpu/shaders.h" #include "gpu/texture_manager.h" #include "platform/platform.h" #include "procedural/generator.h" diff --git a/src/tests/3d/test_mesh.cc b/src/tests/3d/test_mesh.cc index 2a13125..746cfb1 100644 --- a/src/tests/3d/test_mesh.cc +++ b/src/tests/3d/test_mesh.cc @@ -7,7 +7,7 @@ #include "3d/renderer.h" #include "3d/renderer_helpers.h" #include "3d/scene.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" #include "gpu/texture_manager.h" #include "platform/platform.h" #include "procedural/generator.h" diff --git a/src/tests/assets/test_sequence.cc b/src/tests/assets/test_sequence.cc index 445e44b..8de9eca 100644 --- a/src/tests/assets/test_sequence.cc +++ b/src/tests/assets/test_sequence.cc @@ -179,7 +179,7 @@ int main() { return 0; } -#else // v2 port TODO +#else // v2 port TODO int main() { printf("test_sequence: SKIPPED (needs v2 port)\n"); return 0; diff --git a/src/tests/common/effect_test_helpers.cc b/src/tests/common/effect_test_helpers.cc index d776609..2a40f60 100644 --- a/src/tests/common/effect_test_helpers.cc +++ b/src/tests/common/effect_test_helpers.cc @@ -45,9 +45,9 @@ bool all_pixels_match_color(const std::vector<uint8_t>& pixels, int width, const uint8_t g = pixels[offset + 1]; const uint8_t r = pixels[offset + 2]; - const int diff_r = static_cast<int>(r) - static_cast<int>(target_r); - const int diff_g = static_cast<int>(g) - static_cast<int>(target_g); - const int diff_b = static_cast<int>(b) - static_cast<int>(target_b); + const int diff_r = (int)(r) - (int)(target_r); + const int diff_g = (int)(g) - (int)(target_g); + const int diff_b = (int)(b) - (int)(target_b); if (diff_r * diff_r + diff_g * diff_g + diff_b * diff_b > tolerance * tolerance) { @@ -66,4 +66,3 @@ uint64_t hash_pixels(const std::vector<uint8_t>& pixels) { } return hash; } - diff --git a/src/tests/common/offscreen_render_target.cc b/src/tests/common/offscreen_render_target.cc index 33f0ae0..2b0a43b 100644 --- a/src/tests/common/offscreen_render_target.cc +++ b/src/tests/common/offscreen_render_target.cc @@ -20,7 +20,7 @@ OffscreenRenderTarget::OffscreenRenderTarget(WGPUInstance instance, .usage = WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_CopySrc | WGPUTextureUsage_TextureBinding, .dimension = WGPUTextureDimension_2D, - .size = {static_cast<uint32_t>(width), static_cast<uint32_t>(height), 1}, + .size = {(uint32_t)(width), (uint32_t)(height), 1}, .format = format, .mipLevelCount = 1, .sampleCount = 1, @@ -44,7 +44,7 @@ OffscreenRenderTarget::~OffscreenRenderTarget() { void OffscreenRenderTarget::map_callback(WGPUMapAsyncStatus status, void* userdata) { - MapState* state = static_cast<MapState*>(userdata); + MapState* state = (MapState*)(userdata); state->status = status; state->done = true; } diff --git a/src/tests/gpu/test_demo_effects.cc b/src/tests/gpu/test_demo_effects.cc index cebf4a6..f193c76 100644 --- a/src/tests/gpu/test_demo_effects.cc +++ b/src/tests/gpu/test_demo_effects.cc @@ -37,42 +37,33 @@ static void test_effects() { } std::vector<std::pair<const char*, std::shared_ptr<Effect>>> effects = { - {"PassthroughEffect", - std::make_shared<PassthroughEffect>( - fixture.ctx(), std::vector<std::string>{"source"}, - std::vector<std::string>{"sink"})}, - {"GaussianBlurEffect", - std::make_shared<GaussianBlurEffect>( - fixture.ctx(), std::vector<std::string>{"source"}, - std::vector<std::string>{"sink"})}, - {"PlaceholderEffect", - std::make_shared<PlaceholderEffect>( - fixture.ctx(), std::vector<std::string>{"source"}, - std::vector<std::string>{"sink"})}, - {"HeptagonEffect", - std::make_shared<HeptagonEffect>( - fixture.ctx(), std::vector<std::string>{"source"}, - std::vector<std::string>{"sink"})}, - {"ParticlesEffect", - std::make_shared<ParticlesEffect>( - fixture.ctx(), std::vector<std::string>{"source"}, - std::vector<std::string>{"sink"})}, - {"RotatingCubeEffect", - std::make_shared<RotatingCubeEffect>( - fixture.ctx(), std::vector<std::string>{"source"}, - std::vector<std::string>{"sink"})}, - {"Hybrid3DEffect", - std::make_shared<Hybrid3DEffect>( - fixture.ctx(), std::vector<std::string>{"source"}, - std::vector<std::string>{"sink"})}, - {"FlashEffect", - std::make_shared<FlashEffect>( - fixture.ctx(), std::vector<std::string>{"source"}, - std::vector<std::string>{"sink"})}, - {"PeakMeterEffect", - std::make_shared<PeakMeterEffect>( - fixture.ctx(), std::vector<std::string>{"source"}, - std::vector<std::string>{"sink"})}, + {"Passthrough", std::make_shared<Passthrough>( + fixture.ctx(), std::vector<std::string>{"source"}, + std::vector<std::string>{"sink"}, 0.0f, 1000.0f)}, + {"GaussianBlur", std::make_shared<GaussianBlur>( + fixture.ctx(), std::vector<std::string>{"source"}, + std::vector<std::string>{"sink"}, 0.0f, 1000.0f)}, + {"Placeholder", std::make_shared<Placeholder>( + fixture.ctx(), std::vector<std::string>{"source"}, + std::vector<std::string>{"sink"}, 0.0f, 1000.0f)}, + {"Heptagon", std::make_shared<Heptagon>( + fixture.ctx(), std::vector<std::string>{"source"}, + std::vector<std::string>{"sink"}, 0.0f, 1000.0f)}, + {"Particles", std::make_shared<Particles>( + fixture.ctx(), std::vector<std::string>{"source"}, + std::vector<std::string>{"sink"}, 0.0f, 1000.0f)}, + {"RotatingCube", std::make_shared<RotatingCube>( + fixture.ctx(), std::vector<std::string>{"source"}, + std::vector<std::string>{"sink"}, 0.0f, 1000.0f)}, + {"Hybrid3D", std::make_shared<Hybrid3D>( + fixture.ctx(), std::vector<std::string>{"source"}, + std::vector<std::string>{"sink"}, 0.0f, 1000.0f)}, + {"Flash", std::make_shared<Flash>(fixture.ctx(), + std::vector<std::string>{"source"}, + std::vector<std::string>{"sink"}, 0.0f, 1000.0f)}, + {"PeakMeter", std::make_shared<PeakMeter>( + fixture.ctx(), std::vector<std::string>{"source"}, + std::vector<std::string>{"sink"}, 0.0f, 1000.0f)}, }; int passed = 0; diff --git a/src/tests/gpu/test_effect_base.cc b/src/tests/gpu/test_effect_base.cc index 8b0e6b2..29d3348 100644 --- a/src/tests/gpu/test_effect_base.cc +++ b/src/tests/gpu/test_effect_base.cc @@ -80,14 +80,14 @@ static void test_effect_construction() { return; } - // Create PassthroughEffect (simple effect) - auto effect = std::make_shared<PassthroughEffect>( + // Create Passthrough (simple effect) + auto effect = std::make_shared<Passthrough>( fixture.ctx(), std::vector<std::string>{"source"}, - std::vector<std::string>{"sink"}); + std::vector<std::string>{"sink"}, 0.0f, 1000.0f); assert(effect != nullptr && "Effect should be constructed"); - fprintf(stdout, " ✓ PassthroughEffect constructed\n"); + fprintf(stdout, " ✓ Passthrough constructed\n"); } // Test 4: Effect added to sequence DAG @@ -102,11 +102,12 @@ static void test_effect_in_sequence() { // Create minimal sequence with one effect class TestSequence : public Sequence { - public: + public: 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"}); + auto effect = + std::make_shared<Passthrough>(ctx, std::vector<std::string>{"source"}, + std::vector<std::string>{"sink"}, 0.0f, + 1000.0f); effect_dag_.push_back({effect, {"source"}, {"sink"}, 0}); init_effect_nodes(); @@ -134,11 +135,12 @@ static void test_sequence_render() { OffscreenRenderTarget target(fixture.instance(), fixture.device(), 256, 256); class TestSequence : public Sequence { - public: + public: 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"}); + auto effect = + std::make_shared<Passthrough>(ctx, std::vector<std::string>{"source"}, + std::vector<std::string>{"sink"}, 0.0f, + 1000.0f); effect_dag_.push_back({effect, {"source"}, {"sink"}, 0}); init_effect_nodes(); @@ -154,8 +156,8 @@ static void test_sequence_render() { seq->preprocess(0.0f, 0.0f, 0.0f, 0.0f); // Create encoder and attempt render - WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder( - fixture.device(), nullptr); + WGPUCommandEncoder encoder = + wgpuDeviceCreateCommandEncoder(fixture.device(), nullptr); seq->render_effects(encoder); @@ -177,7 +179,7 @@ static void test_sequence_time_params() { } class TestSequence : public Sequence { - public: + public: TestSequence(const GpuContext& ctx, int w, int h) : Sequence(ctx, w, h) { init_effect_nodes(); } diff --git a/src/tests/gpu/test_noise_functions.cc b/src/tests/gpu/test_noise_functions.cc index eddd88e..d96a982 100644 --- a/src/tests/gpu/test_noise_functions.cc +++ b/src/tests/gpu/test_noise_functions.cc @@ -1,9 +1,9 @@ // This file is part of the 64k demo project. // It validates that the noise.wgsl functions are accessible and usable. +#include "effects/shaders.h" #include "generated/assets.h" #include "gpu/shader_composer.h" -#include "gpu/shaders.h" #include <cassert> #include <cstdio> #include <cstring> diff --git a/src/tests/gpu/test_sequence.cc b/src/tests/gpu/test_sequence.cc index 337381a..8e27efb 100644 --- a/src/tests/gpu/test_sequence.cc +++ b/src/tests/gpu/test_sequence.cc @@ -1,8 +1,8 @@ // Test file for Sequence v2 system // Phase 1: Foundation tests (NodeRegistry, Sequence base class) -#include "gpu/sequence.h" #include "gpu/effect.h" +#include "gpu/sequence.h" #include "tests/common/webgpu_test_fixture.h" #include <cassert> #include <cstdio> @@ -11,8 +11,10 @@ class TestEffect : public Effect { public: TestEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, - const std::vector<std::string>& outputs) - : Effect(ctx, inputs, outputs), render_called_(false) { + const std::vector<std::string>& outputs, float start_time = 0.0f, + float end_time = 1000.0f) + : Effect(ctx, inputs, outputs, start_time, end_time), + render_called_(false) { } void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, @@ -132,16 +134,15 @@ void test_sequence_v2_dag_execution() { class TestSequence : public Sequence { public: TestSequence(const GpuContext& ctx) - : Sequence(ctx, 1280, 720), - effect1_(std::make_shared<TestEffect>(ctx, std::vector<std::string>{"source"}, - std::vector<std::string>{"temp"})), - effect2_(std::make_shared<TestEffect>(ctx, std::vector<std::string>{"temp"}, - std::vector<std::string>{"sink"})) { + : Sequence(ctx, 1280, 720), effect1_(std::make_shared<TestEffect>( + ctx, std::vector<std::string>{"source"}, + std::vector<std::string>{"temp"})), + effect2_(std::make_shared<TestEffect>( + ctx, std::vector<std::string>{"temp"}, + std::vector<std::string>{"sink"})) { // Build DAG (2 effects in sequence) - effect_dag_.push_back( - {effect1_, {"source"}, {"temp"}, 0}); - effect_dag_.push_back( - {effect2_, {"temp"}, {"sink"}, 1}); + effect_dag_.push_back({effect1_, {"source"}, {"temp"}, 0}); + effect_dag_.push_back({effect2_, {"temp"}, {"sink"}, 1}); } std::shared_ptr<TestEffect> effect1_; diff --git a/src/tests/gpu/test_sequence_e2e.cc b/src/tests/gpu/test_sequence_e2e.cc index 91a8da2..5d59e0d 100644 --- a/src/tests/gpu/test_sequence_e2e.cc +++ b/src/tests/gpu/test_sequence_e2e.cc @@ -1,12 +1,12 @@ // End-to-end test for Sequence v2 system // Tests compiler output instantiation and execution -#include "gpu/sequence.h" -#include "gpu/effect.h" #include "effects/gaussian_blur_effect.h" #include "effects/heptagon_effect.h" #include "effects/passthrough_effect.h" -#include "gpu/shaders.h" +#include "effects/shaders.h" +#include "gpu/effect.h" +#include "gpu/sequence.h" #include "tests/common/webgpu_test_fixture.h" #include <cassert> #include <cstdio> @@ -21,22 +21,18 @@ class SimpleTestSequence : public Sequence { nodes_.declare_node("temp", NodeType::U8X4_NORM, width_, height_); // Effect DAG construction (2 effects: source->temp->sink) - effect_dag_.push_back({ - .effect = std::make_shared<PassthroughEffect>(ctx, - std::vector<std::string>{"source"}, - std::vector<std::string>{"temp"}), - .input_nodes = {"source"}, - .output_nodes = {"temp"}, - .execution_order = 0 - }); - effect_dag_.push_back({ - .effect = std::make_shared<PassthroughEffect>(ctx, - std::vector<std::string>{"temp"}, - std::vector<std::string>{"sink"}), - .input_nodes = {"temp"}, - .output_nodes = {"sink"}, - .execution_order = 1 - }); + effect_dag_.push_back({.effect = std::make_shared<Passthrough>( + ctx, std::vector<std::string>{"source"}, + std::vector<std::string>{"temp"}, 0.0f, 1000.0f), + .input_nodes = {"source"}, + .output_nodes = {"temp"}, + .execution_order = 0}); + effect_dag_.push_back({.effect = std::make_shared<Passthrough>( + ctx, std::vector<std::string>{"temp"}, + std::vector<std::string>{"sink"}, 0.0f, 1000.0f), + .input_nodes = {"temp"}, + .output_nodes = {"sink"}, + .execution_order = 1}); } }; diff --git a/src/tests/gpu/test_shader_compilation.cc b/src/tests/gpu/test_shader_compilation.cc index 3a7c2cf..2aff115 100644 --- a/src/tests/gpu/test_shader_compilation.cc +++ b/src/tests/gpu/test_shader_compilation.cc @@ -5,9 +5,9 @@ // - Missing binding declarations // - Type mismatches +#include "effects/shaders.h" #include "generated/assets.h" #include "gpu/shader_composer.h" -#include "gpu/shaders.h" #include "platform/platform.h" #include <cassert> #include <cstdio> diff --git a/src/util/asset_manager.cc b/src/util/asset_manager.cc index 0baa063..a606b46 100644 --- a/src/util/asset_manager.cc +++ b/src/util/asset_manager.cc @@ -112,7 +112,7 @@ const uint8_t* GetAsset(AssetId asset_id, size_t* out_size) { CHECK_RETURN_END // Write header - uint32_t* header = reinterpret_cast<uint32_t*>(generated_data); + uint32_t* header = (uint32_t*)(generated_data); header[0] = (uint32_t)width; header[1] = (uint32_t)height; @@ -155,7 +155,7 @@ TextureAsset GetTextureAsset(AssetId asset_id) { return {0, 0, nullptr}; } - const uint32_t* header = reinterpret_cast<const uint32_t*>(data); + const uint32_t* header = (const uint32_t*)(data); return {(int)header[0], (int)header[1], data + 8}; } @@ -167,13 +167,13 @@ MeshAsset GetMeshAsset(AssetId asset_id) { } const uint8_t* ptr = data; - uint32_t num_vertices = *reinterpret_cast<const uint32_t*>(ptr); + uint32_t num_vertices = *(const uint32_t*)(ptr); ptr += sizeof(uint32_t); - const MeshVertex* vertices = reinterpret_cast<const MeshVertex*>(ptr); + const MeshVertex* vertices = (const MeshVertex*)(ptr); ptr += num_vertices * sizeof(MeshVertex); - uint32_t num_indices = *reinterpret_cast<const uint32_t*>(ptr); + uint32_t num_indices = *(const uint32_t*)(ptr); ptr += sizeof(uint32_t); - const uint32_t* indices = reinterpret_cast<const uint32_t*>(ptr); + const uint32_t* indices = (const uint32_t*)(ptr); return {num_vertices, vertices, num_indices, indices}; } diff --git a/src/util/fatal_error.h b/src/util/fatal_error.h index 988ec1d..e1dda38 100644 --- a/src/util/fatal_error.h +++ b/src/util/fatal_error.h @@ -31,17 +31,17 @@ // ============================================================================== // Early return if device is nullptr (headless mode stub) -#define HEADLESS_RETURN_IF_NULL(device) \ - do { \ - if ((device) == nullptr) \ - return; \ +#define HEADLESS_RETURN_IF_NULL(device) \ + do { \ + if ((device) == nullptr) \ + return; \ } while (0) // Early return with value if device is nullptr (headless mode stub) -#define HEADLESS_RETURN_VAL_IF_NULL(device, val) \ - do { \ - if ((device) == nullptr) \ - return (val); \ +#define HEADLESS_RETURN_VAL_IF_NULL(device, val) \ + do { \ + if ((device) == nullptr) \ + return (val); \ } while (0) #endif /* defined(STRIP_ALL) || defined(FINAL_STRIP) */ |
