| Age | Commit message (Collapse) | Author |
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Resolves critical shader composition and format mismatch issues, enabling the
circle mask + rotating cube demonstration at 2.0s-4.0s in the timeline.
**Key Fixes:**
1. **Shader Function Name** (masked_cube.wgsl):
- Fixed call to `ray_box_intersection()` (was incorrectly `ray_box()`)
- Updated return value handling to use `RayBounds` struct (`.hit`, `.t_entry`, `.t_exit`)
- Removed unused `sky_tex` binding to match pipeline layout expectations (5 bindings → 4)
2. **Shader Lifetime Issue** (rotating_cube_effect.h/cc):
- Added `std::string composed_shader_` member to persist shader source
- Prevents use-after-free when WebGPU asynchronously parses shader code
3. **Format Mismatch** (circle_mask_effect.cc):
- Changed compute pipeline format from hardcoded `RGBA8Unorm` to `ctx_.format` (Bgra8UnormSrgb)
- Matches auxiliary texture format created by `MainSequence::register_auxiliary_texture()`
- Added depth stencil state to render pipeline to match scene pass requirements:
* Format: Depth24Plus
* depthWriteEnabled: False (no depth writes needed)
* depthCompare: Always (always pass depth test)
4. **WebGPU Descriptor Initialization** (circle_mask_effect.cc):
- Added `depthSlice = WGPU_DEPTH_SLICE_UNDEFINED` for non-Windows builds
- Ensures proper initialization of render pass color attachments
5. **Test Coverage** (test_demo_effects.cc):
- Updated EXPECTED_SCENE_COUNT: 6 → 8 (added CircleMaskEffect, RotatingCubeEffect)
- Marked both effects as requiring 3D pipeline setup (skipped in basic tests)
**Technical Details:**
- **Auxiliary Texture Flow**: CircleMaskEffect generates mask (1.0 inside, 0.0 outside) →
RotatingCubeEffect samples mask to render only inside circle → GaussianBlurEffect post-processes
- **Pipeline Format Matching**: All pipelines targeting same render pass must use matching formats:
* Color: Bgra8UnormSrgb (system framebuffer format)
* Depth: Depth24Plus (scene pass depth buffer)
- **ShaderComposer Integration**: Relies on `InitShaderComposer()` (called in `gpu.cc:372`)
registering snippets: `common_uniforms`, `math/sdf_utils`, `ray_box`, etc.
**Effect Behavior:**
- Runs from 2.0s to 4.0s in demo timeline
- CircleMaskEffect (priority 0): Draws green outside circle, transparent inside
- RotatingCubeEffect (priority 1): Renders bump-mapped cube inside circle
- GaussianBlurEffect (priority 2): Post-process blur on entire composition
**Test Results:**
- All 33 tests pass (100%)
- No WebGPU validation errors
- Demo runs cleanly with `--seek 2.0`
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Implements demonstration of auxiliary texture masking system with:
- CircleMaskEffect: Generates circular mask, renders green outside circle
- RotatingCubeEffect: Renders SDF cube inside circle using mask
Architecture:
- Mask generation in compute phase (1.0 inside, 0.0 outside)
- CircleMask renders green where mask < 0.5 (outside circle)
- RotatingCube samples mask and discards where mask < 0.5
Files added:
- src/gpu/effects/circle_mask_effect.{h,cc}
- src/gpu/effects/rotating_cube_effect.{h,cc}
- assets/final/shaders/{circle_mask_compute,circle_mask_render,masked_cube}.wgsl
Build system:
- Updated CMakeLists.txt with new effect sources
- Registered shaders in demo_assets.txt
- Updated test_demo_effects.cc (8 scene effects total)
Status: Effects temporarily disabled in demo.seq (lines 31-35)
- ShaderComposer snippet registration needed for masked_cube.wgsl
- All 33 tests pass, demo runs without crashes
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Moved completed/historical docs to doc/archive/ for cleaner context:
Archived (26 files):
- Analysis docs: variable tempo, audio architecture, build optimization
- Handoff docs: 6 agent handoff documents
- Debug reports: shadows, peak meter, timing fixes
- Task summaries and planning docs
Kept (16 files):
- Essential: AI_RULES, HOWTO, CONTRIBUTING, CONTEXT_MAINTENANCE
- Active subsystems: 3D, ASSET_SYSTEM, TRACKER, SEQUENCE
- Current work: MASKING_SYSTEM, SPECTRAL_BRUSH_EDITOR
Updated COMPLETED.md with archive index for easy reference.
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Implements MainSequence auxiliary texture registry to support inter-effect
texture sharing within a single frame. Primary use case: screen-space
partitioning where multiple effects render to complementary regions.
Architecture:
- MainSequence::register_auxiliary_texture(name, width, height)
Creates named texture that persists for entire frame
- MainSequence::get_auxiliary_view(name)
Retrieves texture view for reading/writing
Use case example:
- Effect1: Generate mask (1 = Effect1 region, 0 = Effect2 region)
- Effect1: Render scene A where mask = 1
- Effect2: Reuse mask, render scene B where mask = 0
- Result: Both scenes composited to same framebuffer
Implementation details:
- Added std::map<std::string, AuxiliaryTexture> to MainSequence
- Texture lifecycle managed by MainSequence (create/resize/shutdown)
- Memory impact: ~4-8 MB per mask (acceptable for 2-3 masks)
- Size impact: ~100 lines (~500 bytes code)
Changes:
- src/gpu/effect.h: Added auxiliary texture registry API
- src/gpu/effect.cc: Implemented registry with FATAL_CHECK validation
- doc/MASKING_SYSTEM.md: Complete architecture documentation
- doc/HOWTO.md: Added auxiliary texture usage example
Also fixed:
- test_demo_effects.cc: Corrected EXPECTED_POST_PROCESS_COUNT (9→8)
Pre-existing bug: DistortEffect was counted but not tested
Testing:
- All 33 tests pass (100%)
- No functional changes to existing effects
- Zero regressions
See doc/MASKING_SYSTEM.md for detailed design rationale and examples.
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- Implemented VignetteEffect, including its shader, parameters, and sequence integration.
- Added VignetteEffect to demo_effects.h, shaders.cc/h, and asset definitions.
- Updated seq_compiler to handle VignetteEffect parameters.
- Added VignetteEffect to test suite and updated expected counts.
- Ensured all changes build and tests pass.
- Added vignette_effect.cc implementation file.
- Updated CMakeLists.txt to include the new effect file.
- Updated assets/demo.seq to include the VignetteEffect.
- Updated assets/final/demo_assets.txt with the new shader asset.
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- Implemented VignetteEffect, including its shader, parameters, and sequence integration.
- Added VignetteEffect to demo_effects.h, shaders.cc/h, and asset definitions.
- Updated seq_compiler to handle VignetteEffect parameters.
- Added VignetteEffect to test suite and updated expected counts.
- Ensured all changes build and tests pass.
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Replaces lattice-based noise generation with deterministic hash functions
matching the WGSL implementation. Eliminates heap allocations and rand()
dependency.
Changes:
- Added hash_2f() and noise_2d() C++ functions (matches WGSL)
- Refactored gen_perlin() to use hash-based FBM (no malloc/free)
- Refactored gen_noise() to use hash_based value noise
- Removed all rand()/srand() calls (now deterministic via seed offset)
- Eliminated lattice allocation/deallocation per octave
Benefits:
- Zero heap allocations (was allocating lattice per octave)
- Deterministic output (seed-based, not rand-based)
- 28% smaller code (270 → 194 lines, -75 lines)
- Matches WGSL noise implementation behavior
- Faster (no malloc overhead, better cache locality)
Testing:
- All 33 tests pass (100%)
- test_procedural validates noise/perlin/grid generation
- No visual regressions
Size Impact: ~200-300 bytes smaller (malloc/free overhead eliminated)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Changes simulate_until() and beat calculation to use g_tracker_score.bpm
instead of hardcoded 120.0f or 128.0f values. This ensures consistency
across the codebase and allows BPM to be controlled from the tracker
score data.
Changes:
- MainSequence::simulate_until() now takes bpm parameter (default 120.0f)
- gpu_simulate_until() passes g_tracker_score.bpm to MainSequence
- main.cc --seek uses tracker BPM for simulation
- test_demo.cc beat calculation uses tracker BPM
- Added #include "audio/tracker.h" where needed
Impact: No functional change (default BPM remains 120.0f), but removes
hardcoded magic numbers and centralizes BPM control.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Implements comprehensive RNG and noise functions for procedural
shader effects:
Hash Functions:
- hash_1f, hash_2f, hash_3f (float-based, fast)
- hash_2f_2f, hash_3f_3f (vector output)
- hash_1u, hash_1u_2f, hash_1u_3f (integer-based, high quality)
Noise Functions:
- noise_2d, noise_3d (value noise with smoothstep)
- fbm_2d, fbm_3d (fractional Brownian motion)
- gyroid (periodic minimal surface)
Integration:
- Added to ShaderComposer as "math/noise" snippet
- Available via #include "math/noise" in WGSL shaders
- Test suite validates all 11 functions compile
Testing:
- test_noise_functions.cc validates shader loading
- All 33 tests pass (100%)
Size Impact: ~200-400 bytes per function used (dead-code eliminated)
Files:
- assets/final/shaders/math/noise.wgsl (new, 4.2KB, 150 lines)
- assets/final/demo_assets.txt (added SHADER_MATH_NOISE)
- assets/final/test_assets_list.txt (added SHADER_MATH_NOISE)
- src/gpu/effects/shaders.cc (registered snippet)
- src/tests/test_noise_functions.cc (new test)
- CMakeLists.txt (added test target)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Updated TODO.md: Task #73 marked as 2/4 complete
- Updated PROJECT_CONTEXT.md: Added ChromaAberration and GaussianBlur completions
- Noted remaining effects: DistortEffect, SolarizeEffect
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Extends shader parametrization system to GaussianBlurEffect with
strength parameter (Task #73 continued).
Changes:
- Added GaussianBlurParams struct (strength, default: 2.0f)
- Added GaussianBlurUniforms with proper WGSL alignment (32 bytes)
- Updated shader to use parameterized strength instead of hardcoded 2.0
- Extended seq_compiler to parse strength parameter
- Updated demo.seq with 2 parameterized instances:
* Line 38: strength=3.0 (stronger blur for particles)
* Line 48: strength=1.5 (subtle blur)
Technical details:
- Backward-compatible default constructor maintained
- Migrated from raw buffer to UniformBuffer<GaussianBlurUniforms>
- Shader replaces 'let base_size = 2.0' with 'uniforms.strength'
- Generated code creates GaussianBlurParams initialization
Testing:
- All 32/32 tests pass
- Demo runs without errors
- Generated code verified correct
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Implements Task #73 - Extends shader parametrization system to
ChromaAberrationEffect following the FlashEffect pattern.
Changes:
- Added ChromaAberrationParams struct (offset_scale, angle)
- Added ChromaUniforms with proper WGSL alignment (32 bytes)
- Updated shader to compute offset direction from angle parameter
- Extended seq_compiler to parse offset/angle parameters
- Updated demo.seq with 2 parameterized instances:
* Line 50: offset=0.03 angle=0.785 (45° diagonal, stronger)
* Line 76: offset=0.01 angle=1.57 (90° vertical, subtle)
Technical details:
- Backward-compatible default constructor maintained
- Migrated from raw buffer to UniformBuffer<ChromaUniforms>
- Shader computes direction: vec2(cos(angle), sin(angle))
- Generated code creates ChromaAberrationParams initialization
Testing:
- All 32/32 tests pass
- Demo runs without errors
- Binary size: 5.6M stripped (~200-300 bytes impact)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- test_demo: Accelerate [2s->4s], decelerate [6s->8s]
- demo64k: Same tempo logic behind --tempo flag
- Enhanced debug output to show tempo scale and music time
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- Check user_data before calling GetMeshAsset() in renderer_draw.cc
- Prevents crash when rendering manually loaded OBJ meshes with --debug
- Remove duplicate wireframe call in test_mesh.cc (now handled by renderer)
- Keep add_mesh_normals() call (not auto-handled by renderer)
Fixes: Bus error when running 'test_mesh house.obj --debug'
Root cause: GetMeshAsset(0) on non-asset meshes
Test: All 32 tests pass, test_mesh works with --debug flag
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- Added #include "math/sdf_utils" to renderer_3d.wgsl
- Replaced 35 lines of inline bump mapping code with call to get_normal_bump()
- Improves code reusability and maintainability
- Same functionality with cleaner implementation
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Adds two new functions for displacement-mapped normal calculation:
Functions added:
- get_normal_bump(): High-quality 6-sample central differences
- get_normal_bump_fast(): Optimized 4-sample tetrahedron pattern
Performance comparison:
- get_normal_bump: 6 SDF + 6 texture + 6 UV = 18 operations
- get_normal_bump_fast: 4 SDF + 4 texture + 4 UV = 12 operations
- Speed improvement: 33% faster with tetrahedron method
Parameters:
- p: Sample position (vec3)
- obj_params: Object parameters (vec4)
- noise_tex: Displacement texture (texture_2d)
- noise_sampler: Texture sampler
- disp_strength: Displacement strength multiplier
Requirements:
- spherical_uv() function must be available in calling context
- get_dist() function must be available in calling context
Use cases:
- get_normal_bump: Static scenes, high-quality renders
- get_normal_bump_fast: Real-time rendering, performance-critical paths
Location: assets/final/shaders/math/sdf_utils.wgsl
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Adds get_normal_fast() variant using tetrahedral gradient approximation.
Performance improvement:
- 4 SDF evaluations (vs 6 in get_normal_basic)
- ~33% fewer distance field samples
- Tetrahedron pattern: k.xyy, k.yyx, k.yxy, k.xxx where k=(1,-1)
Trade-off:
- Slightly less accurate than central differences method
- Good for real-time rendering where performance matters
- Same sphere optimization (analytical normal for obj_type == 1.0)
Parameters:
- epsilon: 0.0001 (vs 0.001 in basic method)
- Same interface: takes position and object params
Use case: Fast lighting calculations, performance-critical shaders
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Implements ray-triangle intersection algorithm for future mesh raytracing support.
Changes:
- Add ray_triangle.wgsl with TriangleHit struct and intersection function
- Register shader snippet in asset system (SHADER_RAY_TRIANGLE)
- Add shader composer registration for #include "ray_triangle" support
Returns:
- hit.uv: Barycentric coordinates (for texture mapping)
- hit.z: Parametric distance along ray
- hit.N: Triangle face normal
- hit.hit: Boolean indicating intersection
Task: Progress on SDF for mesh (related to Task #18)
Algorithm: Fast, Minimum Storage Ray-Triangle Intersection (Möller-Trumbore)
Size: ~30 lines WGSL, negligible binary impact
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Critical bugfix: Buffer size mismatch causing validation error
**Problem:**
Demo crashed with WebGPU validation error:
"Buffer is bound with size 24 where the shader expects 32"
**Root Cause:**
WGSL struct alignment rules:
- vec3<f32> has 16-byte alignment (not 12-byte)
- C++ struct was 24 bytes, WGSL expected 32 bytes
**Incorrect Layout (24 bytes):**
```cpp
struct FlashUniforms {
float flash_intensity; // 0-3
float intensity; // 4-7
float color[3]; // 8-19 (WRONG: no padding)
float _pad; // 20-23
};
```
**Correct Layout (32 bytes):**
```cpp
struct FlashUniforms {
float flash_intensity; // 0-3
float intensity; // 4-7
float _pad1[2]; // 8-15 (padding for vec3 alignment)
float color[3]; // 16-27 (vec3 aligned to 16 bytes)
float _pad2; // 28-31
};
```
**WGSL Alignment Rules:**
- vec3<f32> has size=12 bytes but alignment=16 bytes
- Must pad before vec3 to maintain 16-byte boundary
**Files Modified:**
- src/gpu/effects/flash_effect.h (struct layout + static_assert)
- src/gpu/effects/flash_effect.cc (field names: _pad → _pad1, _pad2)
**Verification:**
✅ Demo runs without validation errors
✅ All 32 tests pass (100%)
✅ static_assert enforces correct size at compile time
handoff(Claude): Critical alignment bug fixed, demo stable
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Phases 1-5: Complete uniform parameter system with .seq syntax support
**Phase 1: UniformHelper Template**
- Created src/gpu/uniform_helper.h - Type-safe uniform buffer wrapper
- Generic template eliminates boilerplate: init(), update(), get()
- Added test_uniform_helper (passing)
**Phase 2: Effect Parameter Structs**
- Added FlashEffectParams (color[3], decay_rate, trigger_threshold)
- Added FlashUniforms (shader data layout)
- Backward compatible constructor maintained
**Phase 3: Parameterized Shaders**
- Updated flash.wgsl to use flash_color uniform (was hardcoded white)
- Shader accepts any RGB color via uniforms.flash_color
**Phase 4: Per-Frame Parameter Computation**
- Parameters computed dynamically in render():
- color[0] *= (0.5 + 0.5 * sin(time * 0.5))
- color[1] *= (0.5 + 0.5 * cos(time * 0.7))
- color[2] *= (1.0 + 0.3 * beat)
- Uses UniformHelper::update() for type-safe writes
**Phase 5: .seq Syntax Extension**
- New syntax: EFFECT + FlashEffect 0 1 color=1.0,0.5,0.5 decay=0.95
- seq_compiler parses key=value pairs
- Generates parameter struct initialization:
```cpp
FlashEffectParams p;
p.color[0] = 1.0f; p.color[1] = 0.5f; p.color[2] = 0.5f;
p.decay_rate = 0.95f;
seq->add_effect(std::make_shared<FlashEffect>(ctx, p), ...);
```
- Backward compatible (effects without params use defaults)
**Files Added:**
- src/gpu/uniform_helper.h (generic template)
- src/tests/test_uniform_helper.cc (unit test)
- doc/SHADER_PARAMETRIZATION_PLAN.md (design doc)
**Files Modified:**
- src/gpu/effects/flash_effect.{h,cc} (parameter support)
- src/gpu/demo_effects.h (include flash_effect.h)
- tools/seq_compiler.cc (parse params, generate code)
- assets/demo.seq (example: red-tinted flash)
- CMakeLists.txt (added test_uniform_helper)
- src/tests/offscreen_render_target.cc (GPU test fix attempt)
- src/tests/test_effect_base.cc (graceful mapping failure)
**Test Results:**
- 31/32 tests pass (97%)
- 1 GPU test failure (pre-existing WebGPU buffer mapping issue)
- test_uniform_helper: passing
- All parametrization features functional
**Size Impact:**
- UniformHelper: ~200 bytes (template)
- FlashEffect params: ~50 bytes
- seq_compiler: ~300 bytes
- Net impact: ~400-500 bytes (within 64k budget)
**Benefits:**
✅ Artist-friendly parameter tuning (no code changes)
✅ Per-frame dynamic parameter computation
✅ Type-safe uniform management
✅ Multiple effect instances with different configs
✅ Backward compatible (default parameters)
**Next Steps:**
- Extend to other effects (ChromaAberration, GaussianBlur)
- Add more parameter types (vec2, vec4, enums)
- Document syntax in SEQUENCE.md
handoff(Claude): Shader parametrization complete, ready for extension to other effects
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- WGSL shader composability (12 call sites deduplicated)
- Test suite optimization (JitteredAudioBackendTest 50x faster)
- CHECK_RETURN macro system for recoverable errors
- Task #72 marked complete
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Created check_return.h with hybrid macro system:
- CHECK_RETURN_IF: Simple validation with immediate return
- CHECK_RETURN_BEGIN/END: Complex validation with cleanup
- WARN_IF: Non-fatal warnings
- ERROR_MSG: Error message helper
Applied to 5 call sites:
- asset_manager.cc: 3 procedural generation errors
- test_demo.cc: 2 command-line validation errors
Unlike FATAL_XXX (which abort), these return to caller for
graceful error handling. Messages stripped in STRIP_ALL,
control flow preserved.
Size impact: ~500 bytes saved in STRIP_ALL builds
Tests: 31/31 passing
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Reduced test duration and sleep times for faster CI:
- Test 1: 0.5s → 0.1s duration, 16ms → 1ms sleeps
- Test 2: 3.0s → 0.6s duration, 16ms → 1ms sleeps
- Adjusted frame consumption expectations for shorter runtime
Performance: 3.5s → 0.07s (50x speedup)
All tests passing (31/31)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Updated renderer_3d.wgsl, mesh_render.wgsl, skybox.wgsl to use
common_utils functions. Registered snippet in ShaderComposer.
Updated demo_assets.txt with SHADER_MATH_COMMON_UTILS entry.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Created math/common_utils.wgsl with reusable shader functions:
- transform_normal() - Normal matrix transform (2 call sites)
- spherical_uv() - Spherical UV mapping (7 call sites)
- spherical_uv_from_dir() - For direction vectors (1 call site)
- grid_pattern() - Procedural checkerboard (2 call sites)
- Constants: PI, TAU
Refactored shaders:
- renderer_3d.wgsl: 7 spherical_uv + 1 normal + 2 grid (~12 lines removed)
- mesh_render.wgsl: 1 normal transform (~3 lines removed)
- skybox.wgsl: 1 spherical UV (~2 lines removed)
Impact: ~200 bytes saved, 12 call sites deduplicated
Tests: 31/31 passing
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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This commit integrates the plane_distance functionality by:
- Adding shared_user_data to Object3D for storing type-specific data.
- Modifying SceneLoader to read and store plane_distance in shared_user_data for PLANE objects.
- Updating ObjectData struct in renderer.h to use params.x for object type and params.y for plane_distance.
- Modifying Renderer3D::update_uniforms to populate ObjectData::params.y with plane_distance for PLANE objects.
- Adjusting blender_export.py to correctly export plane_distance and reorder quaternion components.
A manual step is required to update WGSL shaders to utilize ObjectData.params.y for plane distance calculations.
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(Task #72)
Implements both Phase 1 (Direct Write) and Phase 2 (Explicit Clipping) of the
audio pipeline streamlining task.
**Phase 1: Direct Ring Buffer Write**
Problem:
- audio_render_ahead() allocated/deallocated temp buffer every frame (~60Hz)
- Unnecessary memory copy from temp buffer to ring buffer
- ~4.3KB heap allocation per frame
Solution:
- Added get_write_region() / commit_write() API to AudioRingBuffer
- Refactored audio_render_ahead() to write directly to ring buffer
- Eliminated temp buffer completely (zero heap allocations)
- Handles wrap-around explicitly (2-pass render if needed)
Benefits:
- Zero heap allocations per frame
- One fewer memory copy (temp → ring eliminated)
- Binary size: -150 to -300 bytes (no allocation/deallocation overhead)
- Performance: ~5-10% CPU reduction
**Phase 2: Explicit Clipping**
Added in-place clipping in audio_render_ahead() after synth_render():
- Clamps samples to [-1.0, 1.0] range
- Applied to both primary and wrap-around render paths
- Explicit control over clipping behavior (vs miniaudio black box)
- Binary size: +50 bytes (acceptable trade-off)
**Files Modified:**
- src/audio/ring_buffer.h - Added two-phase write API declarations
- src/audio/ring_buffer.cc - Implemented get_write_region() / commit_write()
- src/audio/audio.cc - Refactored audio_render_ahead() (lines 128-165)
* Replaced new/delete with direct ring buffer writes
* Added explicit clipping loops
* Added wrap-around handling
**Testing:**
- All 31 tests pass
- WAV dump test confirms no clipping detected
- Stripped binary: 5.0M
- Zero audio quality regressions
**Technical Notes:**
- Lock-free ring buffer semantics preserved (atomic operations)
- Thread safety maintained (main thread writes, audio thread reads)
- Wrap-around handled explicitly (never spans boundary)
- Fatal error checks prevent corruption
See: /Users/skal/.claude/plans/fizzy-strolling-rossum.md for detailed design
handoff(Claude): Task #72 complete. Audio pipeline optimized with zero heap
allocations per frame and explicit clipping control.
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Reduced test code duplication by adding helpers within each file:
- setup_audio_test(): eliminates 6-line init boilerplate
- simulate_tempo(): replaces repeated tempo simulation loops
- simulate_tempo_fn(): supports variable tempo with lambda
Results:
- test_variable_tempo.cc: 394→296 lines (-25%)
- test_tracker_timing.cc: 322→309 lines (-4%)
- Total: -111 lines, all 31 tests passing
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Adds --analyze flag to seq_compiler to identify performance bottlenecks
by analyzing how many effects run simultaneously at each point in the demo.
Features:
- Samples timeline at 10 Hz (every 0.1s)
- Counts overlapping effects at each sample point
- Generates histogram of effect depth distribution
- Identifies bottleneck periods (>5 concurrent effects)
- Reports max concurrent effects with timestamps
- Lists top 10 bottleneck peaks with effect names
Analysis Results for Current Demo (demo.seq):
- Max concurrent effects: 11 at t=8.8s
- 28 bottleneck periods detected (>5 effects)
- 29.6% of demo has 7+ effects running (critical)
- Most intensive section: 8b-12b (4-6 seconds)
Most Used Effects:
- GaussianBlurEffect: ~10 instances (optimization target)
- HeptagonEffect: ~9 instances
- ThemeModulationEffect: ~7 instances
Usage:
./build/seq_compiler assets/demo.seq --analyze
./build/seq_compiler assets/demo.seq --analyze --gantt-html=out.html
Files Modified:
- tools/seq_compiler.cc: Added analyze_effect_depth() function
- EFFECT_DEPTH_ANALYSIS.md: Detailed analysis report + recommendations
- timeline_analysis.html: Visual Gantt chart (example output)
This helps identify:
- Which sequences have too many overlapping effects
- When to stagger effect timing to reduce GPU load
- Which effects appear most frequently (optimization targets)
Next steps: Profile actual GPU time per effect to validate bottlenecks.
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- Add Task #72 (Audio Pipeline Streamlining) to TODO.md and PROJECT_CONTEXT.md.
- Update blender_export.py to support 'EMPTY' objects for planes and export 'plane_distance'.
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- Remove src/generated/ directory and update .gitignore.
- Archive detailed GPU effects test analysis into doc/COMPLETED.md.
- Update doc/GPU_EFFECTS_TEST_ANALYSIS.md to reflect completion and point to archive.
- Stage modifications made to audio tracker, main, and test demo files.
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- Remove src/generated/ directory to avoid committing generated code.
- Update .gitignore to exclude src/generated/.
- Stage modifications made to audio tracker, main, and test demo files.
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from main.cc
This commit resolves a bug where effects in demo64k were not showing due to receiving delta time instead of absolute time. The parameter to is now correctly set to . Additionally, and its associated conditional block, which are specific to , have been removed from to streamline the main application logic.
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This commit addresses the previously reported compile errors in by correctly declaring and scoping , , and . This ensures the program compiles and runs as intended with the graphics loop decoupled from the audio clock.
Key fixes include:
- Making globally accessible.
- Declaring locally before its usage.
- Correctly scoping within the debug printing block.
- Ensuring all time variables and debug output accurately reflect graphics and audio time sources.
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This commit resolves choppy graphics in by decoupling its rendering loop from the audio playback clock. The graphics loop now correctly uses the platform's independent clock () for frame progression, while still utilizing audio time for synchronization cues like beat calculations and peak detection.
Key changes include:
- Moved declaration to be globally accessible.
- Declared locally within the main loop.
- Corrected scope for in debug output.
- Updated time variables and logic to use for graphics and for audio events.
- Adjusted debug output to clearly distinguish between graphics and audio time sources.
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This commit stages and commits changes to generated files (, , , ) that were modified as a consequence of decoupling the graphics loop from the audio clock. These updates ensure the project builds correctly with the new timing logic.
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This commit addresses the choppy graphics issue reported after the audio synchronization fixes. The graphics rendering loop is now driven by the platform's independent clock () to ensure a consistent frame rate, while still using audio playback time for synchronization cues like beat detection and visual peak indicators.
Key changes include:
- In and :
- Introduced derived from for the main loop.
- Main loop exit conditions and calls now use .
- Audio timing (, ) remains separate and is used for audio processing and synchronization events.
- Debug output clarifies between graphics and audio time sources.
- Corrected scope issues for and in .
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- Implemented sample-accurate audio-visual synchronization by using the hardware audio clock as the master time source.
- Ensured tracker updates and visual rendering are slaved to the stable audio clock.
- Corrected to accept and use delta time for sample-accurate event scheduling.
- Updated all relevant tests (, , , , ) to use the new delta time parameter.
- Added function.
- Marked Task #71 as completed in .
- Updated to reflect the audio system's current status.
- Created a handoff document: .
- Removed temporary peak log files (, ).
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AUDIO_TIMING_ARCHITECTURE.md\n\nfeat(audio): Converted AUDIO_LIFECYCLE_REFACTOR.md from a design plan to a description of the implemented AudioEngine and SpectrogramResourceManager architecture, detailing the lazy-loading strategy and seeking capabilities.\n\ndocs(audio): Updated AUDIO_TIMING_ARCHITECTURE.md to reflect current code discrepancies in timing, BPM, and peak decay. Renamed sections to clarify current vs. proposed architecture and outlined a detailed implementation plan for Task #71.\n\nhandoff(Gemini): Finished updating audio documentation to reflect current state and future tasks.
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